Rancang Bangun Game Edumatika Berbasis AndroidRancang Bangun Game Edumatika Berbasis Android
Main Article Content
Abstract
ABSTARCT
Education is basic needs should be owned everyone. Especially started from early childhood now tending to love the game finally make it have forgotten learning and make the son to be more lazy to learn. There have been many children the primary school now using gadgets to play games. Many parents also want their children learning not to be forgotten even though in playing.
Based on problems above writer had the idea to making researches that contains about learning about early childhood to grade 1. In this study the use writers research study of of building games with doraemon made and implemented berbais 2d game, which uses Fuzzy Tsukamoto method and Linear Congruential Generator (LCG) method. The application of Fuzzy Tsukamoto method into the game to determine the conditions of NPC (Non Player Character) and Linear Congruential Generator (LCG) method for randomizing the appearance of items.
The result of this study of Game Edumatika who having the appearance of a whole an interesting and run well. In the material is designed not just as entertainment but also there are learning. Where is the old man has made his son to forget that by learning, because in this game there are also media with at the end of a game there are learning to early childhood. Where is the old man has made his son to forget that by learning, because in this game there are also media with at the end of a game there are learning to early childhood.
Keyword: Game Education, Platformer 2D, Metode Tsukamoto, Linear Congruential Generator (LCG) method.
Downloads
Article Details
Authors retain copyright of their work and grant Jurnal Ilmiah Teknologi Informasi Asia the right of first publication. The work is simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
While the editorial board endeavors to ensure accuracy, they accept no responsibility for the content of articles. Liability rests solely with the respective authors.
This is an open-access journal. All articles are immediately available to read and reuse upon publication under the CC BY 4.0 license. Users may share and adapt the material for any purpose, including commercial use, provided they comply with the license terms.
References
Dwi Sri. (2015). Pengembangan Game Puzzel sebagai media pembelajaran huruf Jepang Hiragana dan Katakana menggunakan Metode Fisher-Yates Shuffle dan Metode Fuzzy Tsukamoto berbasis Android. Malang : Politeknik NegeriMalang.
Marzuki, F. C. (-). GAME BERBASIS ADVENTURE SEBAGAI PENDUKUNG PEMBELAJARANPENGENALAN KATA BAHASA INGGRIS UNTUK ANAK USIA DINI . Jurnal Sistem Informasi dan Telematika , -(2087-2062 ), 2-4
Haditama Imam, dkk (2016). Implementasi Algoritma Fisher – Yates dan Fuzzy Tsukamoto dalam Game Kuis Tebak Nada Sunda Berbasis Android. Bandung : Universitas Islam Negeri Sunan Gunung Djati Bandung.
Andang Ismail. (2009). Education Games Pilar Media.Yogyakarta.
Kurniawan Teguh Martono (2015,Vol 5,1). Pengembangan Game Dengan Menggunakan Game Engine Game Maker. Semarang : Universitas Diponegoro Semarang.
Rika Nomilasari. (2016) Rancang Bangun game Smart Chicken Menggunakan Metode Fuzzy Tsukamoto. Malang : Politeknik NegeriMalang.
Rizkyna Cahyaningrum. (2016). Implementasi Metode Fisher-Yates Shufle dan Fuzzy Tsukamoto pada game 2D Gopoh Berbasis Android. Malang : Politeknik Negeri Malang.
Roby Gunawan Baskoro, Awang Harsa Kridalaksana, Helisa Rahmania Hatta. (2016). Membangun Game Simulasi Best Driver dengan menggunakan Metode Fuzzy Tsukamoto berbasis Multiplatform. Kalimantan Timur.
Nonok Eko Wahyu Riswono. (2016). 3D Adventure Game Untuk Belajar Al-Qur’an Dengan Menggunakan Metode Fuzzy Tsukamoto. Malang : Universitas Islam Negeri Maulana Malik Ibrahim Malang