Faizya, Helva (2026) PENGEMBANGAN GAME EDUKASI SISTEM KOMPUTER BERBASIS PETUALANGAN DENGAN ADAPTIVE LEARNING MENGGUNAKAN FUZZY LOGIC (Studi kasus : kelas 7 smpn 7 Kuningan). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Penelitian ini dilatarbelakangi oleh terbatasnya media pembelajaran interaktif pada mata pelajaran Informatika materi sistem komputer kelas VII di SMPN 7 Kuningan, serta rendahnya hasil pre-test siswa yang menunjukkan sebagian besar belum mencapai Kriteria Ketuntasan Minimal (KKM). Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi sistem komputer berbasis petualangan yang interaktif dan adaptif melalui penerapan adaptive learning dalam bentuk penyesuaian tingkat kesulitan soal menggunakan fuzzy logic metode Mamdani. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang meliputi tahap concept, design, material collecting, assembly, testing, dan distribution. Subjek penelitian adalah 40 siswa kelas VII SMPN 7 Kuningan. Game yang dikembangkan memuat materi perangkat keras, perangkat lunak, dan interaksi antarperangkat, dengan tingkat kesulitan soal ditentukan berdasarkan persentase jawaban benar dan rata-rata waktu menjawab siswa. Pengujian dilakukan melalui black box testing, gameplay, performa, white box testing, User acceptance testing (UAT), serta pre-test dan post-test. Hasil pengujian menunjukkan seluruh fitur berjalan sesuai rancangan, algoritma fuzzy logic Mamdani berhasil diterapkan, UAT memperoleh 90,5% dari siswa dan 95% dari guru, serta seluruh siswa mencapai KKM pada post-test. Dengan demikian, game edukasi yang dikembangkan layak digunakan sebagai media pembelajaran alternatif yang interaktif dan adaptif.
Kata Kunci.: Game Edukasi, Sistem Komputer, Adaptive learning, Fuzzy logic Mamdani, MDLC.

This study was motivated by the limited availability of interactive learning materials for the computer systems module in the 7th-grade computer science curriculum at SMPN 7 Kuningan, as well as the low pre-test scores of students, which indicated that the majority had not yet met the Minimum Passing Criteria (KKM). This study aims to design and develop an interactive and adaptive adventure-based computer systems educational game through the application of adaptive learning in the form of adjusting the difficulty level of questions using the Mamdani fuzzy logic method. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the concept, design, material collection, assembly, testing, and distribution stages. The research subjects were 40 seventh-grade students at SMPN 7 Kuningan. The developed game covers hardware, software, and device-to-device interaction, with question difficulty levels determined based on the percentage of correct answers and the average response time of students. Testing was conducted through black-box testing, gameplay, performance testing, white-box testing, User acceptance testing (UAT), as well as pre-tests and post-tests. Test results showed that all features functioned as designed, the Mamdani fuzzy logic algorithm was successfully implemented, UAT achieved a 90.5% pass rate among students and 95% among teachers, and all students met the minimum passing score on the post-test. Thus, the developed educational game is suitable for use as an interactive and adaptive alternative learning medium.
Keywords: Educational Games, Computer Systems, Adaptive learning, Mamdani Fuzzy logic, MDLC.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Game Edukasi, Sistem Komputer, Adaptive learning, Fuzzy logic Mamdani, MDLC, Educational Games, Computer Systems, Mamdani Fuzzy logic.
Subjects: Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Helva Faizya
Date Deposited: 21 Jul 2026 07:38
Last Modified: 21 Jul 2026 07:38
URI: https://rama.uniku.ac.id/id/eprint/5852

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