Skripsi
GAMIFIKASI MODEL PEMBELAJARAN MATEMATIKA MENGGUNAKAN ALGORITMA FUZZY LOGIC SUGENO
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
| Inventory Code | Barcode | Call Number | Location | Status |
|---|---|---|---|---|
| 2407004234 | T149861 | T1498612024 | Central Library (Reference) | Available but not for loan - Not for Loan |