Score Prediction for Game Aksara Using Fuzzy Mamdani

Pricylia Oka Diah Ayu Purnamasari, Eko Mulyanto Yuniarno, S. N. Supeno Mardi

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

Abstract

Along with the development of technology, especially in the field of games. Many programmers are competing to create games that can be liked by game fans in all walks of life. The educational game is a type of game that brings learning games while playing the idea about its purpose. This research makes educational games with Javanese letter learning materials. In this game, players will answer several questions using Latin letters. Then the player will answer using Javanese characters. If the player can complete the game well, then the player will get a score from the answer. In this study, the fuzzy logic method is applied to character games, this study aims to help manage game scores given to players who successfully solve questions. The use of the fuzzy logic method is taken to determine the game score. In research that has been carried out using fuzzy rules along with time variables and correct answer variables, this study shows 93 % of results were successfully applied to 20 users. This figure appears after the random distribution of the Questionnaire.

Original languageEnglish
Title of host publicationProceedings - 2021 International Seminar on Application for Technology of Information and Communication
Subtitle of host publicationIT Opportunities and Creativities for Digital Innovation and Communication within Global Pandemic, iSemantic 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages107-112
Number of pages6
ISBN (Electronic)9781665428040
DOIs
Publication statusPublished - 18 Sept 2021
Externally publishedYes
Event2021 International Seminar on Application for Technology of Information and Communication, iSemantic 2021 - Semarang, Indonesia
Duration: 18 Sept 202119 Sept 2021

Publication series

NameProceedings - 2021 International Seminar on Application for Technology of Information and Communication: IT Opportunities and Creativities for Digital Innovation and Communication within Global Pandemic, iSemantic 2021

Conference

Conference2021 International Seminar on Application for Technology of Information and Communication, iSemantic 2021
Country/TerritoryIndonesia
CitySemarang
Period18/09/2119/09/21

Keywords

  • Android
  • Fuzzy Mamdani
  • Game Score
  • Javanese Characters Game

Fingerprint

Dive into the research topics of 'Score Prediction for Game Aksara Using Fuzzy Mamdani'. Together they form a unique fingerprint.

Cite this