The quality of education is very important for success in learning, by using various methods or tools to make it easier for students to understand discrete mathematics material, based on the 23% graduation rate of students who do not complete discrete mathematics at XYZ University, it is necessary to innovate learning applications, use The game education application provides convenience in developing learning media, namely the Digital Math Game, an Android-based mobile application that makes it easy for students to learn discrete mathematics. This application is equipped with several features, namely games to hone the extent to which students' ability to do discrete math exercises randomly, with the reward in the game, the questions are designed to be more difficult and graded, Fuzzy Sugeno algorithm calculates logic to determine rewards based on time variables and problem solving. This application has an AR (Augmented Reality) feature to provide 3D views and videos on discrete mathematics textbooks, 30 algorithm testing with 100% accuracy.


    Zugriff

    Download


    Exportieren, teilen und zitieren



    Titel :

    EDUCATION GAME MATH MENGGUNAKAN ALGORITMA FUZZY SUGENO


    Beteiligte:

    Erscheinungsdatum :

    28.10.2021


    Anmerkungen:

    doi:10.31598/jurnalresistor.v4i2.717
    Jurnal RESISTOR (Rekayasa Sistem Komputer); Vol. 4 No. 2 (2021): Jurnal RESISTOR Edisi Oktober 2021; 156-166 ; 2598-9650 ; 2598-7542 ; 10.31598/jurnalresistor.v4i2



    Medientyp :

    Aufsatz (Zeitschrift)


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



    Klassifikation :

    DDC:    629




    Perbandingan Performa Turn-Based Game Menggunakan Algoritma Genetika dan Logika Fuzzy

    Chandra, Vincent Andrian / Intan, Rolly / Purba, Kristo Radion | BASE | 2019

    Freier Zugriff

    Proses Clipping pada Map Game Online RPG menggunakan Algoritma Cohen-Sutherland

    permana, silvester dian handy | BASE | 2019

    Freier Zugriff

    Penerapan Pathfinding Menggunakan Algoritma A* Pada Non Player Character (NPC) Di Game

    Harsadi, Paulus / Siswanti, Sri | BASE | 2019

    Freier Zugriff

    Performansi Navigasi Robot Leader-Follower menggunakan Algoritma Logika Fuzzy Interval Tipe 2

    Fitriana, Gita Fadila / Rifki Adhitama | BASE | 2019

    Freier Zugriff