Skripsi
PEMBANGKITAN TINGKAT BANTUAN ADAPTIF PADA PERMAINAN PEMBELAJARAN PEMROGRAMAN MENGGUNAKAN LOGIKA SAMAR
Educational games require an adaptive assistance level system to adjust the level of help provided according to the player's ability. This study aims to develop an adaptive assistance level system based on fuzzy logic using the Mamdani and Sugeno methods, with inputs including stars, completion, and time. The system was implemented using the Python programming language and tested with 1,000 simulated data entries generated based on the stars, completion, and time variables. The Mamdani method was used to produce linguistic outputs, while the Sugeno method generated numerical outputs. Evaluation results showed that the Mamdani method was more stable, with a standard deviation of 0.3353, while the Sugeno method exhibited greater variation with a standard deviation of 0.6045. In conclusion, fuzzy logic can effectively provide adaptive assistance based on player performance in educational games.
| Inventory Code | Barcode | Call Number | Location | Status |
|---|---|---|---|---|
| 2507004856 | T181299 | T1812992025 | Central Library (REFRENCE) | Available but not for loan - Not for Loan |
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