Implementation Of Fuzzy Logic For Determining The Level Score Historical Character Recognition Puzzle Educational Game

Asri Rachmawati, Supeno Mardi Susiki, Eko Mulyanto Yuniarno

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

The development of information technology is very rapid at this time, more or less has affected the whole community. This research makes educational games with learning materials to know historical figures by arranging puzzle pieces. In this game, players will arrange puzzles according to their level, namely easy, medium and difficult. If the player can finish the game well, he will applied to the game which is useful for setting the game score that will be given to players who successfully complete the puzzle pieces.

Original languageEnglish
Title of host publication2022 International Seminar on Intelligent Technology and Its Applications
Subtitle of host publicationAdvanced Innovations of Electrical Systems for Humanity, ISITIA 2022 - Proceeding
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages232-237
Number of pages6
ISBN (Electronic)9781665460811
DOIs
Publication statusPublished - 2022
Event23rd International Seminar on Intelligent Technology and Its Applications, ISITIA 2022 - Virtual, Surabaya, Indonesia
Duration: 20 Jul 202221 Jul 2022

Publication series

Name2022 International Seminar on Intelligent Technology and Its Applications: Advanced Innovations of Electrical Systems for Humanity, ISITIA 2022 - Proceeding

Conference

Conference23rd International Seminar on Intelligent Technology and Its Applications, ISITIA 2022
Country/TerritoryIndonesia
CityVirtual, Surabaya
Period20/07/2221/07/22

Keywords

  • Educational Game
  • Fuzzy logic
  • Historical Figure
  • Puzzle

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