scholarly journals Penerapan Algoritma A-Star Dalam Mencari Jalur Tercepat dan Pergerakan NonPlayer Character Pada Game Petualangan Labirin Tech-Edu

2021 ◽  
Vol 5 (3) ◽  
pp. 953
Author(s):  
Bagus Tegar Dwi Irianto ◽  
Septi Andryana ◽  
Aris Gunaryati

Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Karol Król ◽  
Dariusz Zdonek

Purpose The range of official business that can be handled online has grown in the recent decade. In many cases, e-services are a must. At the same time, the economic impact and social importance of mobile technology have increased. Mobile devices are becoming more and more popular, and their applications diversify. It comes as no surprise that mobile users expect e-services and official information to be available through this channel. The purpose of this paper is to identify problems (difficulties) occurring when browsing websites of local government units (LGU) on mobile devices. Design/methodology/approach The comfort of website browsing depends mostly on the development technique, and the way content is published. Responsive websites are much easier to view on mobile devices than “static” ones. The study involves 400 websites of LGU in Poland. The websites were subjected to quantitative and qualitative analyses with selected techniques and computer tools. Findings The set of 400 websites contained 119 (29.75%) that were not responsive. It exhibited a substantial potential for the optimisation of websites for mobile devices. The study revealed the most common usability failures such as distorted images, “scattered icons”, partial responsiveness and bothersome messages in pop-ups. Originality/value The research identified the most widespread problems with the tested websites. The study yielded recommendations for local governments, which may be useful when managing content, upgrading the website or replacing it with a new one.


2017 ◽  
Vol 7 (4) ◽  
pp. 1 ◽  
Author(s):  
Hassan Saleh Mahdi

Video captioning is a useful tool for language learning. In the literature, video captioning has been investigated by many studies and the results indicated that video captioning may foster vocabulary learning. Most of the previous studies have investigated the effect of full captions on vocabulary learning. One of the key aspects of vocabulary learning is pronunciation. However, the use of mobile devices for teaching pronunciation has not been investigated conclusively. Therefore, this paper attempts to examine the effect of implementing keyword video captioning on L2 pronunciation using mobile devices. Thirty-four Arab EFL university learners participated in this study and were randomly assigned to two groups (key-word captioned video and full captioned video). The study is an experimental one in which pre- and post-tests were administered to both groups. The results indicated that keyword captioning is a useful mode to improve learner’s pronunciation. The post test results indicate that there was no statistically significant difference between the two modes of captioning on vocabulary learning. However, learners at keyword video captioning performed better that full video captioning. 


2018 ◽  
Vol 5 (13) ◽  
pp. 79
Author(s):  
Figen Altay ◽  
Kevser Bozkurt

The purpose of this study was to investigate the difference between evaluations of the educational game materials and poster practices by students’ own peers and by expert educators using the rubrics created by expert educators and students together. Study included 10 students and 3 educators attended educational game materials course. Students were informed about basic skills of movement, game, game types, game equipment, analytical rubric, and educational game lectures were given to the students for 6 weeks and 80 minutes each week. 12-question knowledge test was used regarding educational games, analytical scoring rubrics, developing game materials and preparing posters. Materials and posters presented in the course were recorded. Evaluation scales were selected by students and expert teachers. Selected peers and educators evaluated 25 videos. One-way analysis of variance and correlation analysis were used for the reliability and repeatability measurements of the students and teachers. R values of 0.96-0.92 were found between students and 0.78-0.86 between educators. For knowledge tests of the groups, according to Wilcoxon paired two-sample test, there was a significant difference in test results (p<.05). The t test was used in the results of the student and educator video evaluations and there was no significant difference between the scores given by the expert educators and the students to the material and poster presentations (p>.05). In conclusion, this study showed that students could make evaluations as good as expert educators when given an answer key such as a scoring rubric that will help them in the evaluation.


Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


2020 ◽  
Vol 12 (2) ◽  
pp. 105-118
Author(s):  
Edy Wahyu Wibowo ◽  
Abdillah Abdillah ◽  
Wahyu Nugroho

This study aims to develop a macromedia flash-based Educational Game Media suitable for use in fraction mathematics lessons. The research method used is a type of Research and Development (R & D). The model used is a modification of the model from Borg and Gall with the following stages: (1) research and information gathering, (2) planning, (3) initial product development, (4) limited trials, (5) initial product revision, (6) Main field trials, (7) operational product revisions, (8) operational field trials, (9) final product revisions, (10) Dissemination and implementation. The results showed that the educational Game Media based on macromedia flash was valid, so it was suitable for use in the mathematics learning process. Educational Game Media based on macromedia flash is also considered effective for improving learning outcomes based on the T Independent Sig test results. (p) 0.00 with conditions P <0.05 so that H0 is rejected. Paired T test results Sig. (p) 0.000 with conditions P <0.05 so that H0 is rejected also shows that the macromedia flash-based Educational Game Media has a significant impact on improving learning outcomes.


Author(s):  
Arya Pakaya

Tangguh Disaster Village is a village that has a self-reliant ability to adapt and face disaster threats and recover immediately from adverse catastrophic impacts. The problem in designing this system is that there is no geographical information system based on Android in the process of searching the data location of Tangguh disaster Village (DESTANA) in Gorontalo district. This research aims to design an Android-based geographic information system that can be used to locate the Tangguh Disaster village (DESTANA) data location in Gorontalo District to help local people and migrants with Use Android mobile devices that provide information about the Tangguh disaster Village (DESTANA) data location and know the location of an area presented with digital map facilities.  The results of the study concluded that the test results to search for the location information of disaster Tangguh Village (DESTANA) and display the appropriate and valid view so that the application can be used effectively and efficiently.


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.


2019 ◽  
Vol 1 (4) ◽  
pp. 34-43
Author(s):  
Oslida Martony

This study aims to determine the effect of the educational game of balanced nutrition ladder snakes on changes in knowledge and attitudes and actions in elementary school children in Muhammadyah school, Tanjung Morawa district. This type of research is a Quasi-Experimental study (quasi-experimental design) with the design of One Group Pretest- Posttest. The sample in this study was 75 elementary school children Muhammadiyah Kec. Tanjung Morawa. Data was collected using a questionnaire that was filled in by the respondent himself. If the data is normally distributed then the type of test used is the dependent T-test (in pairs). If the data is not normally distributed then the test used is the ranking test. The statistical test results obtained p-value = 0,000 < 0.05, which shows that the influence of snake ladder education game balanced nutrition to changes in knowledge and attitudes in school children. The conclusion in this study is the influence of the educational game of balanced nutrition ladder snakes on changes in knowledge and attitudes in school children.


2021 ◽  
Author(s):  
Isabel Pedersen

Abstract: Participation with new mobile devices drives new social practices. This article engages in a close analysis of a so-called participatory culture surrounding iPods and iPhones. It offers close rhetorical readings of object phenomena including advertisements, Canadian news stories, and consumer reactions in electronic media. More specifically, this article reveals a rhetorical transformation between the iPod Silhouettes advertising campaign and the iPhone release campaign, causing a shift in subjectivity; iPod subjects are afforded a degree of freedom and play, while iPhone subjects are bound to regimes of work. It is also argued that news stories that emerged in the summer of 2007, when the iPhone was not released in Canada, structure a rhetoric of the “excluded Canadian.” Keywords: Mobile communication; Rhetoric; Visual communication


KOMPUTEK ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 77
Author(s):  
Lukman Hakim Wijaya ◽  
Ismail Abdurrazzaq Zulkarnain ◽  
Khoiru Nurfitri

This study aims to design an Android-based game as a medium for the introduction and learning of Arabic pegon and to evaluate user performance of the Arabic pegon educational game using the User Experience Questionnaire (UEQ). The research stages consisted of stages, 1) research data; 2) design; 3) implementation; 4) examiners; 5) report creation. Then the design of this product is in the form of a Pegon-gliph game which is run on the Android system by having four main features, namely material features, training features, game features, and motivation features. And UEQ benchmark test results get good scores in the novelty category, while in other categories such as attractiveness, visibility, efficiency, dependability, and stimulation, the results are very good. So that the results of the performance of the Pegon-gliph educational game users show a positive user impression.


Sign in / Sign up

Export Citation Format

Share Document