Arof, Arto Perdana (2018) Implementasi forward chaining untuk pemberian reward dan punisment dalam game RPG edukasi matematika dasar. Diploma thesis, Institut Teknologi Telkom Purwokerto.
|
Text
ABSTRACT.pdf - Accepted Version Download (90kB) | Preview |
|
Text
Cover.pdf - Accepted Version Download (588kB) |
||
|
Text
BAB I.pdf - Accepted Version Download (234kB) | Preview |
|
|
Text
BAB II.pdf - Accepted Version Download (446kB) | Preview |
|
|
Text
BAB III.pdf - Accepted Version Download (1MB) | Preview |
|
Text
BAB IV.pdf - Accepted Version Restricted to Registered users only Download (1MB) |
||
|
Text
BAB V.pdf - Accepted Version Download (91kB) | Preview |
|
|
Text
DAFTAR PUSTAKA.pdf - Accepted Version Download (206kB) | Preview |
Abstract
Learning mathematics is a basic thing that is mandatory for children to learn. The role of media in teaching methods is needed to help students in learning in modern times, one of which is the use of games. Because by learning through an interesting visualization with the smartphone media is expected to train spirit will be more encouraged. Therefore, this study aims to create an educational game by raising basic math lessons such as increment, subtraction, multiplication and distribution of games called KALIBATAKU. KALIBATAKU's RPG (Role Playing Game) game because focusing on character building, adventure and education is the implementation of the concept of Artificial Intelligence, especially the Forward Chaining method used for reward and punishment. Forward Chaining method is an algorithm that focuses on approaches driven by data. A new reward will be awarded when the player has completed a mission or event that players follow. While punishment will be given when the player loses against enemy. This is the basis of thinking in determining the topic in this research is to apply reward and punishment using Forward Chaining method in basic mathematics education. From the results of this study the game KALIBATAKU 79.24% can apply reward and punishment with Forward Chaining method and 88.09% can be used as a medium of learning mathematics. Keywords : Forward Chaining, reward, punishment,kalibataku
Item Type: | Thesis (Diploma) |
---|---|
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Industrial Engineering and Informatics > Informatics Engineering |
Depositing User: | staff repository 4 |
Date Deposited: | 03 Jul 2018 06:18 |
Last Modified: | 23 Apr 2021 04:56 |
URI: | http://repository.ittelkom-pwt.ac.id/id/eprint/611 |
Actions (login required)
View Item |