TY - GEN
T1 - Score Prediction for Game Aksara Using Fuzzy Mamdani
AU - Purnamasari, Pricylia Oka Diah Ayu
AU - Yuniarno, Eko Mulyanto
AU - Supeno Mardi, S. N.
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/9/18
Y1 - 2021/9/18
N2 - 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.
AB - 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.
KW - Android
KW - Fuzzy Mamdani
KW - Game Score
KW - Javanese Characters Game
UR - http://www.scopus.com/inward/record.url?scp=85118957557&partnerID=8YFLogxK
U2 - 10.1109/iSemantic52711.2021.9573209
DO - 10.1109/iSemantic52711.2021.9573209
M3 - Conference contribution
AN - SCOPUS:85118957557
T3 - Proceedings - 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
SP - 107
EP - 112
BT - Proceedings - 2021 International Seminar on Application for Technology of Information and Communication
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2021 International Seminar on Application for Technology of Information and Communication, iSemantic 2021
Y2 - 18 September 2021 through 19 September 2021
ER -