Rahman, Hasan Abdu (2026) IMPLEMENTASI ADAPTIVE DIFFICULTY BERBASIS KECERDASAN BUATAN MENGGUNAKAN LOGIKA FUZZY PADA GAME-BASED LEARNING LOGIKA DAN ALGORITMA PEMROGRAMAN. S1 / D3 thesis, Universitas Kuningan.

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Abstract

Rendahnya pemahaman siswa terhadap materi dasar-dasar pemrograman komputer di SMK Nailul Khoir Majalengka menjadi permasalahan utama dalam penelitian ini. Hasil pretest pada 30 siswa kelas X jurusan Rekayasa Perangkat Lunak menunjukkan bahwa hanya 3 siswa yang mencapai nilai di atas Kriteria Ketuntasan Minimal (KKM). Kondisi tersebut disebabkan oleh pendekatan pembelajaran yang bersifat seragam dan belum mampu menyesuaikan tingkat kesulitan dengan kemampuan masing-masing siswa. Penelitian ini bertujuan untuk mengembangkan game-based learning berbasis mobile Android bernama AlgoQuest dengan mekanisme adaptive difficulty menggunakan Fuzzy Logic metode Sugeno guna meningkatkan pemahaman dan motivasi belajar siswa pada materi logika dan algoritma pemrograman. Metode pengembangan yang digunakan adalah Game Development Life Cycle (GDLC). Sistem fuzzy dirancang dengan tiga variabel input yaitu penggunaan petunjuk, jumlah kesalahan, dan waktu penyelesaian, yang menghasilkan output tingkat kesulitan dalam rentang 0–10. Pengujian dilakukan melalui Black Box Testing, White Box Testing, pengujian algoritma menggunakan MATLAB, dan User Acceptance Testing (UAT). Hasil UAT siswa menunjukkan tingkat kelayakan sebesar 85,44% dan UAT guru sebesar 87%, keduanya berkategori Sangat Layak. Rata-rata nilai pretest meningkat dari 42,33% menjadi 59,67% pada posttest.

The low level of student understanding of basic computer programming at SMK Nailul Khoir Majalengka is the main problem addressed in this study. A pretest administered to 30 Grade X Software Engineering students revealed that only 3 students achieved scores above the Minimum Competency Criteria (KKM). This condition is attributed to a uniform instructional approach that fails to accommodate individual differences in students' learning abilities. This study aims to develop a mobile-based Android game-based learning application named AlgoQuest incorporating an adaptive difficulty mechanism using Fuzzy Logic with the Sugeno method to improve students' understanding and learning motivation in programming logic and algorithms. The development method employed is the Game Development Life Cycle (GDLC). The fuzzy system is designed with three input variables — hint usage, number of errors, and completion time — producing a difficulty level output ranging from 0 to 10. Evaluation was conducted through Black Box Testing, White Box Testing, algorithm testing using MATLAB, and User Acceptance Testing (UAT). UAT results indicated a feasibility score of 85.44% from students and 87% from the teacher, both categorized as Very Feasible. The average score improved from 42.33% on the pretest to 59,67% on the posttest.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Game-Based Learning, Adaptive Difficulty, GDLC, Fuzzy Logic, Metode Sugeno.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Hasan Abdu Rahman
Date Deposited: 13 Jul 2026 01:52
Last Modified: 13 Jul 2026 01:52
URI: https://rama.uniku.ac.id/id/eprint/5478

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