Bintang, Muhammad Nauval
(2026)
IMPLEMENTASI ALGORITMA FUZZY MAMDANI PADA GAME MATEMATIKA DASAR DENGAN TEMA RPG TURN-BASED BERBASIS ANDROID.
S1 / D3 thesis, Universitas Kuningan.
Abstract
Matematika merupakan mata pelajaran dasar yang penting, namun banyak siswa sekolah dasar masih mengalami kesulitan dalam memahami operasi hitung, khususnya perkalian dan pembagian. Berdasarkan observasi dan wawancara di SDN Cikondang, rendahnya minat belajar, kejenuhan, serta kurangnya media pembelajaran yang menarik menjadi faktor penyebab utama. Penelitian ini mengembangkan game edukasi matematika berbasis Android bergenre RPG turn-based yang dilengkapi algoritma Fuzzy Mamdani untuk menyesuaikan tingkat kesulitan soal berdasarkan waktu pengerjaan, dan jumlah jawaban salah. Metode penelitian meliputi observasi, wawancara, dan studi pustaka dalam perancangan sistem adaptif. Pengujian User Acceptance Test (UAT) melibatkan 42 siswa untuk game dan 2 guru untuk website rekap nilai. Hasil UAT menunjukkan tingkat kelayakan sangat baik, yaitu 90,98% dari siswa dan 88,09% dari guru. Penelitian ini menyimpulkan bahwa game “Jiwa Menghitung” dan website pendukungnya layak digunakan sebagai media pembelajaran yang adaptif dan menarik.
Mathematics is a fundamental subject, yet many elementary school students still struggle to understand arithmetic operations, especially multiplication and division. Based on observations and interviews at SDN Cikondang, low learning motivation, boredom, and the lack of engaging learning media were identified as the main contributing factors. This study develops an Android-based educational math game with a turn-based RPG system, integrated with the Mamdani Fuzzy algorithm to adapt problem difficulty based on age, completion time, and the number of incorrect answers. The research methods include observation, interviews, and literature studies to design an adaptive learning system. User Acceptance Testing (UAT) was conducted with 42 students for the game and 2 teachers for the score-recap website. The results indicate a high acceptance level, with 90.98% feasibility from students and 88.09% from teachers. The study concludes that the “Jiwa Menghitung” game and its supporting website are suitable as adaptive and engaging learning media for mathematics.
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