Main Article Content
This study aims to see the designer and implementation of a puzzle educational game application with artificial intelligence using a finite state machine (FSM) and android-based random shuffle based on android. The data research method is by browsing the internet, studyng books, journals, theses, and SWOT system analysis. The shuffle random algorithm for randomizing puzzles and game agents uses a control system (finite state machine) FSM as AI (artificial intelligence). UML method (integrated modeling language). The results of this research application of fruit, animal, and transportation name recognition games in the form of .APK and run on an android smartphone, educational games "puzzle games" based on android can be played for early childhood with the results of testing a questionnaire of 5 questions with 12 respondents proved to be very feasible with a percentage index of 96%.
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
 F. Nurkholis, "Pengembangan Game Edukasi Pengenalan Nama Hewan dalam Bahasa Inggris untuk Anak SD Berbasis Adobe Flash CS6," Ponogoro : Universitas Muhammadiyah Ponogoro, 2015.
 Sugihartono, Psikologi Pendidikan, Yogyakarta: UNY Press, 2007.
 F. Hidayat, "Perancangan game Edukasi Puzzle sebagai Media Pembelajaran untuk Anak Usia Dini," 2013.
 Anshori. [Online]. Available: https://www.ansoriweb.com/2020/03/pengetian-uml.html?m=1. [Accessed 23 Juni 2020].
 Dina, "Contoh statechart diagram," 2020. [Online]. Available: https://ngampus.id/contoh-ststechart-diagram. [Accessed 23 Juni 2020].