scholarly journals Penerapan Navmesh Dengan Algoritma A Star Pathfinding Pada Game Edukasi 3d Go Green

2021 ◽  
Vol 9 (1) ◽  
pp. 17
Author(s):  
Linda Safira ◽  
Paulus Harsadi ◽  
Sri Harjanto

Cleanliness is one of the requirements to create a healthy living environment. But in reality, not everyone have a concern for environmental hygiene and health. For this reason, learning about the importance of caring for environmental cleanliness must be instilled early on. One interesting method to provide learning about environmental cleanliness can be through games. With the 3D visualization of this environmental cleanliness game, it is an effort to raise awareness of the importance of environmental hygiene and health in the community. The location used in making this game is Campus 1 Poltekkes Surakarta. The purpose of this study is implementation of Navmesh with the A Star (A*) Pathfinding Algorithm on the characters so that players can find the trash location point and the location point of the tree with the shortest route. Making this game uses the GDLC (Game Development Life Cycle) method with stages of Initiation, Pre Production, Production, Testing, Beta and Release. This game can be played on desktop and mobile devices. The results of the research that has been done are seen from the algorithm simulation testing is the nodes that are passed by as many as 50 nodes, where there are duplicate data as many as 7 nodes due to real time systems that read nodes over and over. Thus, the application accuracy rate reaches 86%.Keywords: Educational Games, A * Pathfinding, Navmesh

2014 ◽  
Vol 696 ◽  
pp. 266-270
Author(s):  
Hong Li Chen

This paper briefly describes the main ideas and implementation of technology strategy of Embedded real-time system security level assessment which is important part of mechanism to system flexibility based on embedded real-time system, designs the embedded real-time system security level assessment system based on pattern matching for the characteristics of embedded real-time systems. By building security level assessment system and simulation testing environment based on RT-Linux real-time operating system, the impact of Embedded real-time system security level assessment strategy on performance of RT-Linux was tested.


2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


2018 ◽  
Vol 8 (2) ◽  
pp. 27
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


2020 ◽  
Vol 4 (1) ◽  
pp. 161-172
Author(s):  
Widi Aulia Rohmah ◽  
Asriyanik Asriyanik ◽  
Winda Apriyandari

The current technological development of science and knowledge can easily be provided through various media. Learning media have become part of the learning and teaching process. In its use these media can be anything such as videos, motion animations, power points, including games. Educational games can be used as learning media in schools so that learning activities can be more interesting and enjoyable. Games made as learning media are certainly not merely entertainment but must contain elements and educational values. The purpose of this research is to make an educational game of natural science where the questions / questions in the quiz section can be scrambled by themselves. The design of the construction of this environmental quiz game uses the method of Multimedia Development Life Cycle (MDLC) and Fisher Yates Shuffle algorithm for randomization of questions. This environmental game contains natural science lessons about the organization of life systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz games, puzzles and drag and drop. In this study there are 10 questions that will be randomized to each quiz. The result of the implementation of the Fisher Yates Shuffle algorithm in this quiz section is that the quiz questions that come out can be scrambled, so the questions / questions that come out are different and the user does not easily guess the next question.Keywords: Quiz Game, Adobe Flash, Actionscript, Fisher Yates Shuffle


2020 ◽  
Vol 11 (1) ◽  
pp. 36
Author(s):  
Raudya Enggar Randiani ◽  
Harya Bima Dirgantara

Abstract. This study aims to create an educational game for odd-even traffic rules in Jakarta on an android-based platform called "Tilang Ganjil Genap". This game was developed since there are still many traffic violations that occur in the society. One of the traffic violations that still often occurs is a traffic area violation on the odd-even rule in Jakarta. In fact, to handle this violation, traffic police are still lacking to raise the public awareness. Therefore, an educational game for traffic rules in odd-even areas was built using the Game Development Life Cycle (GDLC) method with stages consisting of initiation, pre-production, production, trial, beta and release. This "Tilang Ganjil Genap" educational game aims to convey information about even odd traffic rules to the public through interesting and fun learning media. Based on the user trial results, it is found that 100% (14 users) state that this game provides a knowledge understanding about odd-even traffic rules area regulation.Keywords: Educational Games, Game Development Life Cycle, Odd Even Rule, AndroidAbstrak: Penelitian ini bertujuan untuk membangun gim edukasi peraturan lalu lintas ganjil genap di Jakarta berbasis android yang diberi nama “Tilang Ganjil Genap”. Gim ini dikembangkan karena masih ada pelanggaran lalu lintas yang terjadi pada masyarakat. Salah satu pelanggaran lalu lintas yang masih sering terjadi adalah pelanggaran kawasan lalu lintas pada peraturan ganjil genap di Jakarta. Upaya polisi lalu lintas dalam penanganan pelanggaran ini masih kurang untuk menyadarkan masyarakat. Oleh karena itu, gim edukasi peraturan lalu lintas kawasan ganjil genap ini dibangun dengan metode Game Development Life Cycle (GDLC) dengan tahapan: inisiasi, pre-produksi, produksi, uji coba, beta dan rilis. Gim edukasi “Tilang Ganjil Genap” ini mempunyai tujuan untuk menyampaikan informasi mengenai peraturan lalu lintas ganjil genap kepada masyarakat melalui media pembelajaran yang menarik dan menyenangkan. Dari hasil uji coba pengguna didapatkan hasil bahwa 100% (14 pengguna) menyatakan bahwa gim ini memberikan pemahaman pengetahuan tentang peraturan kawasan lalu lintas ganjil genap.Kata Kunci: Gim Edukasi, Game Development Life Cycle, Peraturan Ganjil Genap, Android


2010 ◽  
Vol 108-111 ◽  
pp. 789-794 ◽  
Author(s):  
Guo Dong Zhao ◽  
Guo Yin Zhang ◽  
Ai Hong Yao

This paper briefly describes the main ideas and coping strategies of mechanism to system flexibility based on embedded real-time system, designs the distributed system framework to system flexibility for the characteristics of embedded real-time systems. By building simulation testing environment based on RT-Linux real-time operating system, the impact of coping strategies of mechanism to system flexibility based on embedded real-time system and the distributed system framework to system flexibility on performance of RT-Linux was tested.


2018 ◽  
Vol 8 (2) ◽  
pp. 141
Author(s):  
Irawan Afrianto ◽  
Rifan Muhammad Furqon

Herbal treatment is a method of treatment using natural ingredients that are all around us. Introducing herbal medicines and treatments can be performed using educational games. The purpose of this research is to develop educational games that can teach users to be able to know the ingredients of herbs and how to process it into a drug to cure a disease. The method used in the development of this educational game is multimedia development life cycle (MDLC). The MDLC method is used to develop this educational game, starting with the concept definition stage, the design phase, followed by the collecting material stage, followed by the assembly stage, testing, and ending with the distribution stage. This educational game is a type of simulation that visualizes the form of herbal ingredients, and how to manufacture herbal medicine derived from these materials to cure a disease. Games using mobile devices have advantages that learning can be done anywhere and anytime, so the android platform is chosen as the media development of this educational game. Educational game testing is done using the alpha method to determine the functionality of the application, and beta test to the user. Alpha testing shows that every functionality in this educational game has gone well. While beta testing conducted with questionnaires shows that this educational game is enough to help users add knowledge about herbal ingredients and how to make herbal remedies through images, animation and how to play. In addition, the interface of this game is quite interesting and easy to use.


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