Implementasi algoritma Fisher-Yates dan Fuzzy Sugeno pada game edukasi bahasa Inggris untuk anak berkebutuhan khusus

Habsah, Salma Nuralisa (2018) Implementasi algoritma Fisher-Yates dan Fuzzy Sugeno pada game edukasi bahasa Inggris untuk anak berkebutuhan khusus. Diploma thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

INDONESIA Bahasa Inggris merupakan bahasa internasional yang perlu dikuasai oleh publik. Penguasaan bahasa Inggris negara Indonesia pada skala internasional berada di kategori rendah. Pembelajaran bahasa Inggris baik diajarkan pada usia anak. Anak Berkebutuhan Khusus (ABK) memerlukan cara belajar khusus agar materi tersampaikan. Diperlukan sebuah media interaktif dalam setiap proses pembelajarannya. Game edukasi dapat dijadikan salah satu media tersebut. Pada penelitian ini, dibuat sebuah game edukasi bahasa Inggris yang memiliki konsep quiz, rearrange, dan matching. Diterapkan algoritma Fisher-Yates untuk pengacakan soal agar soal yang keluar bervariasi. Diterapkan juga algoritma Fuzzy Sugeno untuk perhitungan scoring, dengan variabel masukan waktu (x) dan nilai (y), dan keluaran berupa nilai (z) dan jumlah bintang yang diperoleh. Hasil pengujian sistem menunjukan penerapan algoritma Fisher-Yates berhasil karena setiap soal teracak. Penerapan algoritma Fuzzy Sugeno juga berhasil karena tingkat akurasi yang tinggi. Selain itu, game dicoba langsung kepada tiga orang, dan hasilnya menunujukan terdapat peningkatan nilai rata-rata dalam mengerjakan test yaitu dari 80,41 menjadi 88,3 setelah memainkan game yang dibuat. ENGLISH English is an international language that needs to be mastered by the public. English profiency in Indonesia on an international scale is in the low category. Learning English is good since as a child. Children with Special Needs, need special learning methods so that the lesson is received. An interactive media is needed in each learning process. Educational games can be used as one of these media. In this study, an English education game was created that has the concept of quiz, rearrange, and matching. The Fisher-Yates algorithm is applied for randomizing the questions so that the questions that come out vary. Fuzzy Sugeno algorithm is also applied for scoring calculations, with input time variables (x) and values (y), and outputs are values (z) and number of stars obtained. The results of the system test show that the application of the Fisher-Yates algorithm is successful because each question is randomized. The application of the Fuzzy Sugeno algorithm is also successful because of the high level of accuracy. In addition, the game was tried directly on three people, and the results showed that there was an increase in the average value of the test, from 80.41 to 88.3 after playing the game.

Item Type: Thesis (Diploma)
Uncontrolled Keywords: fisher-yates; shuffle algorithm; fuzzy sugeno; pengacakan; perhitungan skor; anak kebutuhan khusus;
Subjects: Education, Research
Divisions: Fakultas Sains dan Teknologi > Program Studi Teknik Informatika
Depositing User: Salma SN Nuralisa
Date Deposited: 13 Feb 2019 01:43
Last Modified: 13 Feb 2019 01:43
URI: https://digilib.uinsgd.ac.id/id/eprint/18749

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