Shobah, Aysyah Noor (2026) IMPLEMENTASI ALGORITMA FUZZY TSUKAMOTO SEBAGAI PENENTU SKOR AKHIR PADA GAME EDUKASI PETUALANGAN JOURNEY OF AYAT. S1 / D3 thesis, Universitas Kuningan.

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Abstract

Madrasah Diniyah Takmiliyah (MDT) An-Nidzom menghadapi permasalahan dalam evaluasi hafalan surat pendek, di mana sistem penilaian masih bersifat konvensional dan subjektif. Hasil pretest awal menunjukkan hanya 42,5% santri mampu melengkapi potongan ayat dengan benar. Penelitian ini bertujuan merancang dan membangun game edukasi berbasis Android bernama Journey of Ayat dengan mengimplementasikan algoritma Fuzzy Tsukamoto sebagai penentu skor akhir. Metode pengembangan yang digunakan adalah Game Development Life Cycle (GDLC) dengan pendekatan Research and Development (R&D). Algoritma Fuzzy Tsukamoto diterapkan menggunakan tiga variabel input, yaitu jumlah jawaban benar, waktu penyelesaian, dan jumlah nyawa, serta satu variabel output berupa skor akhir dengan 27 aturan fuzzy. Pengujian dilakukan menggunakan black box testing, white box testing, dan User Acceptance Testing (UAT) yang melibatkan 40 santri dan 1 guru. Hasil pengujian black box menunjukkan seluruh fitur berjalan sesuai fungsionalitas, sementara hasil kalkulasi Fuzzy Tsukamoto mencapai akurasi 100% terhadap perhitungan manual. Hasil UAT memperoleh persentase kelayakan sebesar 92% dari guru dan 89,05% dari santri (kategori Sangat Layak). Hasil posttest menunjukkan peningkatan rata-rata kemampuan hafalan santri sebesar 6 poin, dari 65,75 menjadi 71,75, sehingga game edukasi ini terbukti efektif sebagai media pendukung pembelajaran hafalan Al-Qur'an di MDT An-Nidzom.

Madrasah Diniyah Takmiliyah (MDT) An-Nidzom faces challenges in evaluating students' Quranic verse memorization, as the assessment system remains conventional and subjective. Initial pretest results revealed that only 42.5% of students were able to correctly complete Quranic verse fragments. This study aims to design and develop an Android-based educational game called Journey of Ayat by implementing the Fuzzy Tsukamoto algorithm as the final score determinant. The development method used is the Game Development Life Cycle (GDLC) within a Research and Development (R&D) approach. The Fuzzy Tsukamoto algorithm is applied using three input variables—number of correct answers, completion time, and remaining lives—and one output variable representing the final score, governed by 27 fuzzy rules. Testing was conducted using black box testing, white box testing, and User Acceptance Testing (UAT) involving 40 students and 1 teacher. Black box testing results confirmed that all features functioned correctly, while the Fuzzy Tsukamoto calculation achieved 100% accuracy against manual computation. UAT results yielded a feasibility score of 92% from the teacher and 89.05% from students (Very Feasible category). Post-test results showed an average improvement of 6 points in memorization ability, from 65.75 to 71.75, demonstrating that the educational game is effective as a supportive learning medium for Quranic memorization at MDT An-Nidzom.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Fuzzy Tsukamoto, Game Edukasi, Hafalan Al-Qur'an, GDLC.
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Aysyah Noor Shobah
Date Deposited: 09 Jul 2026 06:44
Last Modified: 09 Jul 2026 06:44
URI: https://rama.uniku.ac.id/id/eprint/5503

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