Jurusan Teknik Informatika
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Browsing Jurusan Teknik Informatika by Subject "Educational"
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- ItemGame edukasi 3D Mengumpulkan Sampah di Labirin Berbasis Desktop dengan Implementasi Fuzzy Logic(Politeknik Negeri Batam, 2014-05-25) Ali, Muhammad; riwinoto, riwinotoThe game is a good learning tools to introduce someone to something. In the present game is much a demand by the public, in addition to the media could be used for learning, simulations of daily activities, as well as an educational tool. One of the games that are educational games developed is worthy of the trash. Therefore the author develops Educational Games Collecting Garbage in the maze. In this game the player will play in the maze, the player is required to collect waste as much as possible in the shortest time-there are 2 types of garbage to be found that an organic and organic waste. Player also have to always remember the way that never took place and find a way out of the maze. This educational game also uses artificial intelligence techniques in the form of fuzzy logic. Fuzzy Logic is a method of decision making by using rules that are unclear or floating. Implementation of fuzzy logic plus in this game makes the game more interesting, so player will compete to get the best results, while leaving no task as collecting garbage. Fuzzy logic is implemented in this game there are three stages, namely fuzzifikasi, Penalaran, and defuzzifikasi. There are also 2 variable input in the assessment of the value of the end of the game the score and time. From the second variable is a rule implemented in 9 rule scores and end the game. Fuzzy logic is applied in the sugeno method of this game on the calculation of defuzzifikasi. The results of testing this game player on the predictions produce a 78.5 degree of accuracy.
- ItemMultimedia Interaktif Sebagai Media Pembelajaran Pengenalan Uang Menggunakan Model Tutorial(Politeknik Negeri Batam, 2017-01-24) Almurizal, Nurhidayat; Sitorus, Maya Armys Roma; Alfian, AlfianBased on the curriculum of 2006, there is money introduction subjects on social studies lesson for 3rd grade primary school. Money introduction subjects in schools are still using conventional learning such as books, blackboards, and lectures. In this research the delivery of learning medium was delivered using interactive multimedia with tutorial model. Interactive multimedia as money introduction learning medium using tutorial model is a learning application created using Adobe Flash software. This interactive multimedia application created using Luther Sutopo multimedia development methodology. This Interactive multimedia applications is used as a learning medium for 3rd grade primary school students which is equipped with introduction of money material in the form of texts, images, and animations that accompanied by a character. The testing of this interactive multimedia research consists of application feasibility testing and significance testing. Paired Sample T-Test is used for significance testing to see the results of comparison between the pre-test and post-test. Based on the results of application feasibility testing to 3rd grade primary school students, which is based on several aspects obtained that interactive multimedia as a learning medium introduction of money using tutorial models have an attractive appearance. While the results of significance testing on an experimental class that the use of interactive multimedia as money introduction learning medium can improve learning outcomes for money introduction subjects for 3rd grade primary school students.