APLIKASI GAME EDUKASI PUZZLE DENGAN KECERDASAN BUATAN BERBASIS ANDROID

Main Article Content

Markani Kania

Abstract

ABSTRACT


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%.

Downloads

Download data is not yet available.

Article Details

Section
Articles

References

[1] Halimsah and Margiso, "Problem Solving Permainan Puzzle 8 Menggunakan Algoritma A*. Pontianak : STMIK Pontianak," STMIK Pontianak, 2014.
[2] F. Nurkholis, "Pengembangan Game Edukasi Pengenalan Nama Hewan dalam Bahasa Inggris untuk Anak SD Berbasis Adobe Flash CS6," Ponogoro : Universitas Muhammadiyah Ponogoro, 2015.
[3] Sugihartono, Psikologi Pendidikan, Yogyakarta: UNY Press, 2007.
[4] F. Hidayat, "Perancangan game Edukasi Puzzle sebagai Media Pembelajaran untuk Anak Usia Dini," 2013.
[5] Anshori. [Online]. Available: https://www.ansoriweb.com/2020/03/pengetian-uml.html?m=1. [Accessed 23 Juni 2020].
[6] Dina, "Contoh statechart diagram," 2020. [Online]. Available: https://ngampus.id/contoh-ststechart-diagram. [Accessed 23 Juni 2020].