Suryamanda, Aprilla (2025) IMPLEMENTASI ALGORITMA FUZZY LOGIC PADA GAME KOSAKATA ANAK SLB (Survey pada Sekolah Luar Biasa Negeri Luragung). S1 / D3 thesis, Universitas Kuningan.

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Official URL: https://rama.uniku.ac.id

Abstract

Perkembangan teknologi pendidikan memberikan peluang untuk menciptakan media pembelajaran yang lebih interaktif, khususnya bagi anak-anak berkebutuhan khusus seperti siswa Sekolah Luar Biasa (SLB). Masalah penelitian yang diangkat dalam studi ini meliputi bagaimana membangun media pembelajaran game-based learning yang menarik dan dapat mempertahankan fokus siswa, membantu siswa dalam memahami materi kosakata secara lebih efektif, serta menyesuaikan media pembelajaran tersebut dengan kebutuhan siswa SLBN Luragung. Penelitian ini bertujuan untuk menciptakan media pembelajaran yang mampu membantu pemahaman kosakata, memberikan motivasi belajar, serta menyesuaikan tingkat kesulitan soal sesuai kemampuan masing-masing siswa menggunakan algoritma Fuzzy Logic Sugeno. Metode penelitian yang digunakan meliputi pengumpulan data melalui wawancara dan studi literatur, serta pengembangan sistem menggunakan metode Game Development Life Cycle (GDLC). Implementasi algoritma dilakukan dengan menggunakan dua variabel input utama, yaitu jumlah jawaban benar dan waktu pengerjaan soal, lalu output dari fuzzy system berupa level kesulitan yang diperbarui secara dinamis berdasarkan performa siswa. Hasil pengujian menunjukkan bahwa software yang dikembangkan mampu berjalan secara optimal. Berdasarkan uji coba dan kuesioner yang diberikan kepada siswa dan guru, software ini dinilai mampu meningkatkan ketertarikan belajar siswa, memberikan latihan kosakata yang sesuai dengan kemampuan mereka, serta memberikan umpan balik langsung atas hasil belajar mereka. Kesimpulannya, penerapan algoritma Fuzzy Logic Sugeno dalam pengembangan game-based learning terbukti efektif membantu pembelajaran kosakata untuk siswa tunagrahita. Menunjukkan bahwa penggunaan teknologi adaptif berbasis algoritma fuzzy dapat diterapkan secara lebih luas di berbagai media pembelajaran bagi anak berkebutuhan khusus, serta menjadi referensi pengembangan game edukasi serupa di masa depan.
Kata Kunci : Game-based learning, fuzzy logic, anak tunagrahita, kosakata, SLB.

The advancement of educational technology offers opportunities to create more interactive learning media, particularly for children with special needs, such as students in Special Needs Schools (SLB). This study addresses research problems concerning how to develop a game-based learning media that is engaging and capable of maintaining students' focus, assisting students in understanding vocabulary materials more effectively, and adapting the learning media to meet the specific needs of SLBN Luragung students. The study aims to create a learning media that supports vocabulary comprehension, enhances learning motivation, and adjusts question difficulty levels according to each student’s abilities using the Sugeno Fuzzy Logic algorithm. The research methods include data collection through interviews and literature studies, as well as system development using the Game Development Life Cycle (GDLC) method. The algorithm implementation utilizes two main input variables: the number of correct answers and the time taken to complete questions, while the fuzzy system outputs dynamically updated difficulty levels based on student performance. Testing results show that the developed application operates optimally. Based on trials and questionnaires administered to students and teachers, the application was deemed effective in increasing student engagement, providing vocabulary exercises suited to their abilities, and offering immediate feedback on their learning outcomes. In conclusion, the implementation of the Sugeno Fuzzy Logic algorithm in the development of game-based learning has proven effective in supporting vocabulary learning for students with intellectual disabilities. This demonstrates that adaptive technology based on fuzzy algorithms can be more broadly applied across various learning media for children with special needs and serve as a reference for the development of similar educational games in the future.
Keywords : Game-based learning, fuzzy logic, intellectual disability, vocabulary, special education.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Kata Kunci : Game-based learning, fuzzy logic, anak tunagrahita, kosakata, SLB. Keywords : Game-based learning, fuzzy logic, intellectual disability, vocabulary, special education.
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: Unnamed user with email [email protected]
Date Deposited: 25 Sep 2025 02:33
Last Modified: 25 Sep 2025 02:33
URI: https://rama.uniku.ac.id/id/eprint/3317

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