Andriani, Rika (2025) IMPLEMENTASI ALGORITMA FUZZY SUGENO UNTUK PENYESUAIAN TINGKAT KESULITAN SOAL DALAM GAME EDUKASI MATEMATIKA BERBASIS MOBILE (Studi kasus : SDN 1 Padarek). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Perkembangan teknologi telah membuka peluang baru dalam menciptakan media pembelajaran yang lebih efektif dan menarik. Pendidikan di tingkat Sekolah Dasar memiliki peran penting dalam membentuk dasar pemahaman siswa, salah satunya melalui mata pelajaran matematika. SDN 1 Padarek menghadapi kendala dalam pembelajaran operasi hitung perkalian dan pembagian. Berdasarkan hasil wawancara, pretest dan kuesioner, sebanyak 74% siswa/i menyatakan belum memahami konsep tersebut. Hal ini disebabkan keterbatasan media pembelajaran yang menarik dan kurangnya penyesuaian soal dengan kemampuan siswa/i. Penelitian ini bertujuan membangun game edukasi matematika berbasis android sebagai media pembelajaran alternatif, serta mengimplementasikan algoritma fuzzy sugeno untuk menyesuaikan tingkat kesulitan soal berdasarkan kemampuan siswa/i. Game ini dikembangkan menggunakan metode Game Development Life Cycle (GDLC) dan menerapkan algoritma fuzzy sugeno untuk menyesuaikan tingkat kesulitan soal. Pengujian dilakukan dengan metode black box, white box, dan UAT. Perbandingan hasil pretest dan posttest menunjukkan bahwa 84,21% siswa/i mengalami peningkatan nilai. Hasil UAT menunjukkan bahwa 89,68% responden menyatakan game edukasi ini sangat layak digunakan sebagai media pembelajaran alternatif untuk siswa/i kelas 5 SDN 1 Padarek. Game edukasi ini dapat meningkatkan pemahaman siswa/i serta menyesuaikan soal sesuai kemampuan siswa/i, dan berpotensi dikembangkan lebih lanjut pada materi lainnya di jenjang pendidikan dasar.
Kata Kunci : Game Edukasi Matematika, Algoritma Fuzzy Sugeno, GDLC.

Technological developments have opened up new opportunities for creating more effective and engaging learning media. Education at the elementary school level plays a crucial role in laying the foundation for students' understanding, particularly through mathematics lessons. SDN 1 Padarek faces challenges in teaching multiplication and division operations. Based on interviews, pretests, and questionnaires, 74% of students reported not understanding these concepts. This is due to the limited availability of engaging educational media and the lack of adaptation of questions to students' abilities. This study aims to develop an Android-based mathematics educational game as an alternative learning medium, as well as to implement the Sugeno Fuzzy Algorithm to adjust the difficulty level of questions based on students' abilities. The game was developed using the Game Development Life Cycle (GDLC) method and applied the Sugeno fuzzy algorithm to adjust the difficulty level of the questions. Testing was conducted using the black box, white box, and UAT methods. A comparison of the pretest and post-test results showed that 84.21% of students experienced an increase in their scores. The UAT results showed that 89.68% of respondents stated that this educational game is highly suitable for use as an alternative learning medium for fifth-grade students at SDN 1 Padarek. This educational game can enhance students' understanding and adjust questions according to their abilities, and has the potential for further development in other subjects at the elementary education level.
Keywords : Educational Game, Mathematics, Fuzzy Sugeno, GDLC.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Kata Kunci : Game Edukasi Matematika, Algoritma Fuzzy Sugeno, GDLC Keywords : Educational Game, Mathematics, Fuzzy Sugeno, GDLC.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Rika Andriani
Date Deposited: 13 Oct 2025 08:03
Last Modified: 13 Oct 2025 08:03
URI: https://rama.uniku.ac.id/id/eprint/3481

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