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Image of GAMIFIKASI MODEL PEMBELAJARAN MATEMATIKA MENGGUNAKAN ALGORITMA FUZZY LOGIC SUGENO

Skripsi

GAMIFIKASI MODEL PEMBELAJARAN MATEMATIKA MENGGUNAKAN ALGORITMA FUZZY LOGIC SUGENO

Caeshandra, Putera Fradhana  - Personal Name;

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The learning of mathematics is perceived by students to have weaknesses in the learning methods applied by some schools in the interactions or practitioners provided. The correlation between gamification and fuzzy logic sugeno is to create a personalised and adaptive learning experience. Sugeno's fuzzy logic algorithm provides the necessary customisation to ensure decision making on player judgements is more relevant and effective for the player, while gamification encourages student engagement in the exploration process. The combination of these two can result in a more satisfying learning experience and better player evaluation. This method works when the game has finished and the player answers all the questions or the player has no time left so that not all questions are answered, then calculations are made on these three aspects. After that, the results of this calculation are channelled to the Sugeno fuzzy logic algorithm to carry out the fuzzification process to the implication and defuzzification process. From 50 participant trials, it was found that around 74% got a B grade with a remaining time range of 0-939 seconds to a range of the number of correct answers ranging from 7-32. The effectiveness of learning outcomes and player satisfaction is described through the predominantly "B" grade score with a personalised learning experience and relevant feedback and satisfaction in learning mathematics through gamification


Availability
Inventory Code Barcode Call Number Location Status
2407004234T149861T1498612024Central Library (Reference)Available but not for loan - Not for Loan
Detail Information
Series Title
-
Call Number
T1498612024
Publisher
Indralaya : Prodi Teknik Informatika, Fakultas Ilmu Komputer Universitas Sriwijaya., 2024
Collation
xvii, VI-3 hlm.; ilus.; 29 cm
Language
Indonesia
ISBN/ISSN
-
Classification
006.307
Content Type
Text
Media Type
unmediated
Carrier Type
-
Edition
-
Subject(s)
Kecerdasan Buatan
Prodi Teknik Informatika
Specific Detail Info
-
Statement of Responsibility
KA
Other version/related
TitleEditionLanguage
PENGEMBANGAN GAME STRATEGI BERBASIS KECERDASAN BUATAN ADAPTIF MENGGUNAKAN FUZZY RULE BASED.id
DETEKSI ST ELEVATION MYOCARDIAL INFARCTION PADA SINYAL ELEKTROKARDIOGRAM SINGLE LEAD MENGGUNAKAN KECERDASAN BUATANid
File Attachment
  • GAMIFIKASI MODEL PEMBELAJARAN MATEMATIKA MENGGUNAKAN ALGORITMA FUZZY LOGIC SUGENO
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