scholarly journals PENERAPAN DECISION TREE DALAM AGEN CERDAS "UNDA ANAK PINTAR" PERMAINAN EDUKASI MUATAN LOKAL BAHASA BANJAR

2020 ◽  
Vol 22 (2) ◽  
pp. 147-152
Author(s):  
Asep Nurhuda ◽  
Reza Andrea

The educational game "Unda Anak Pintar" is research and development of a puzzle game, it was designed to sharpen memories. In this game, players must read random letters and make words in the Banjar language. Artificial intelligence is also applied in this research. Using the decision tree, game agents can accompany children to play like teachers. The game agent as a virtual teacher can provide sad and happiness emoticon according to the game environment. The results of this study, AI make educational games more interesting and interactive for children.

Author(s):  
Ardian Arifin ◽  
Ferry Marlianto ◽  
Aris Budiman

Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.Keywords: Educational Games, Traditional Clothing, Android Smartphones


2019 ◽  
Vol 5 (2) ◽  
pp. 127
Author(s):  
Rani Dwi Maryanti ◽  
Lativa Qurrotaini

<p>The background of this research is the implementation of a very minimal educational game tool and students are less attentive to the teacher's explanation during the learning process. So it affects the value of low students. This research aims to develop the instrument of Educational games Carrom Board IPS (EXPERTS IPS) on the subject of IPS materials economic activity and natural Resources class IV Elementary School and know the feasibility of the use of educational game tools of the EXPERT IPS. The research was conducted at the state Elementary School in Bekasi Regency with research subjects amounting to 8 students of IV A class. The type of research used is Research and Development (R&amp;D). The development procedures used to refer to ADDIE's research and development model. The instruments used are observation and poll. The IPS EXPERT has been through the revision stage based on suggestions and input from 3 validators. The results showed that the resulting IPS EXPERTS deserves to be used as an educational tool game material of economic and natural resources in grade IV Elementary School. This is based on the results of expert validation of material with an average percentage of 97% Belong to a very decent quality category. The validation result of media experts with an average percentage of 93% which belongs to the category of quality is decent. Trials by students with an average percentage of 96% which belongs to the category of quality are decent. Conclusion: has been developed the educational game tools of the EXPERT IPS IPS and is worthy to be used as an educational tool in elementary school with an increase in the value of learning results of the average student IPS of 81.</p><p><strong><em>Keywords: papan karambol IPS; educative game; economic activity and natural resources</em></strong></p>


Author(s):  
Raiane Santos Martins ◽  
Filipe Raulino ◽  
Aquiles Burlamaqui ◽  
Akynara Burlamaqui

The use of games in education has become an increasingly present practice in contemporary society. For so-called "digital natives", learning through electronic games becomes more significant. Digital educational games are often seen as boring, non-motivational, that fail to bring in some essential elements that promote engagement, making the learning goal is not achieved either. Game Design is a game project. It describes how the game should be, defining its mechanics and interactions between player and the virtual world of the game and how they can affect the game environment. In order to document the design of a game, there is the Game Design Document (GDD), whose one of the main objectives, besides registration, is to help in communication between the different production teams of a game, allowing the game designer a broad view of that is being produced. However, because it is a large document that brings in detail all the main elements for the production of a game, it turns out to be little used, especially if the focus is the elaboration of small games, which are the majority of the digital educational games that exist. For these short games, which can often be worked out within a few hours, there are Short Game Design Document (SGDD). The SGDD, unlike GDD, will describe the elements of the game in a simplified way possible, whereas the game to be drawn from it is also a simple game. Thus, the proposal of this work is to elaborate a model of SGDD for educational games (the SGDDEdu), specifying elements of art, sound, mechanics and game programming, as well as educational elements in accordance with the new BNCC (National Curricular Common Base) of Elementary School, so that there is a standardization and better categorization of educational games aligned with the proposed pedagogical objectives and the skills and competences described in each level of education. This work will be developed from the study and analysis of some models of already existing SGDD and the BNCC of Elementary School in general, causing in SGDDEdu. The research will be applied with teachers and educators requesting that they specify an educational game in the SGDDEdu template. With this, we intend to verify if the SGDDEdu has relevance and if it facilitates in the production of digital educational games, providing the teaching and learning process through the games, as well as trying to identify how the NCCB can contribute in the development of educational games. Keywords: Educational games, Game Design, SGDD, BNCC


2019 ◽  
Vol 2 (2) ◽  
pp. 162-167
Author(s):  
Widya Wati ◽  
Heti Istiqomah

Abstract: The purpose of this research and development is to develop mobile game physics based on program construct 2 which is a game designed to stimulate thinking power including increasing concentration and solving problems. This research method is research and development (R & D) based on the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The method of retrieving data in this study is through the results of validation and testing of respondents. The validation results obtained from 5 validators with several aspects of assessment obtained an average of 3.70 with the category "feasible", so that from the results of validations obtained from experts, the educational game developed has better quality so that it is feasible to be implemented . The results of product trials on 30 students at Bandar Lampung Middle School 24 showed an average of 3.89 with the criteria of "very interesting". From the results of the trials of respondents the physics education game is very interesting to use as an enrichment media on temperature material and its changes. Abstrak: Tujuan penelitian dan pengembangan ini yaitu mengembangakan mobile game eduaksi fisika berbasis program construct 2 yang merupakan permainan yang dirancang untuk merangsang daya pikir termasuk meningkatkan konsentrasi dan memecahkan masalah. Metode penelitian ini adalah research and development (R&D) berdasarkan model ADDIE  yang terdiri dari analisis, design, development, implementation, and evaluation. Cara pengambilan data pada penelitian ini yaitu melalui hasil validasi dan uji coba responden. Hasil validasi yang didapat dari 5 validator dengan beberapa aspek penilaian didapatkan hasil rata-rata sebesar 3,70 dengan katagori ”layak”, sehingga dari hasil validasi yang diperoleh dari para ahli, game edukasi yang dikembangkan memiliki kualitas yang lebih baik sehingga layak untuk di implementasikan. Hasil uji coba produk pada 30 peserta didik di SMP 24 Bandar Lampung  didapatkan hasil rata-rata sebesar 3,89 dengan kriteria “sangat menarik”. Dari hasil uji coba responden game edukasi fisika ini sangat menarik digunakan sebagai media pengayaan pada materi suhu dan perubahannya.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
pp. 1-10
Author(s):  
Chao Dong ◽  
Yan Guo

The wide application of artificial intelligence technology in various fields has accelerated the pace of people exploring the hidden information behind large amounts of data. People hope to use data mining methods to conduct effective research on higher education management, and decision tree classification algorithm as a data analysis method in data mining technology, high-precision classification accuracy, intuitive decision results, and high generalization ability make it become a more ideal method of higher education management. Aiming at the sensitivity of data processing and decision tree classification to noisy data, this paper proposes corresponding improvements, and proposes a variable precision rough set attribute selection standard based on scale function, which considers both the weighted approximation accuracy and attribute value of the attribute. The number improves the anti-interference ability of noise data, reduces the bias in attribute selection, and improves the classification accuracy. At the same time, the suppression factor threshold, support and confidence are introduced in the tree pre-pruning process, which simplifies the tree structure. The comparative experiments on standard data sets show that the improved algorithm proposed in this paper is better than other decision tree algorithms and can effectively realize the differentiated classification of higher education management.


2021 ◽  
Author(s):  
Todorka Terzieva

This article presents the results of a study on the possibilities of computer educational games for the development of various cognitive skills for learners. The advantages they offer in the learning process are highlighted. Special emphasis is placed on the relationship between game-based learning and mental development of learners. Examples of game-based learning from leading educational institutions at different stages of the educational process are given. A prototype of an educational game with several interactive puzzles is presented. They are designed to teach students in mathematics and philology (learning a foreign language). The developed prototypes can be used to acquire new knowledge or to assess the acquisition of knowledge and skills in various subject areas.


2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


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