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Adaptive Difficulty in Earthquake Mitigation Game Using Fuzzy Mamdani Ardiadna, Rika Jane; Setiawan, Abas
Recursive Journal of Informatics Vol. 1 No. 1 (2023): March 2023
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/byjq7951

Abstract

Abstract. Earthquake disasters cause a lot of casualties. Therefore, needs to be education on earthquake disaster mitigation to minimize losses. In addition to counseling and teaching in schools, mitigation education can also be through games. Some education games for earthquake disaster mitigation have circulated quite a lot but have disadvantages, namely the difficulty level that hasn't been adaptive. A game requires an adaptive level of difficulty that can adjust between the ability and playing experience of the player with the level of difficulty so that players do not feel bored or frustrated.Purpose: This study aims to provide earthquake disaster mitigation education and discuss making the level of difficulty in the game adaptive to suit the abilities and experience of the player.Method: From the research carried out by applying the Mamdani Fuzzy Logic, the game's difficulty level for each player becomes more adaptive or different for each player according to the ability and experience of each player in the previous stage measured from 6 input parameters.Result: The level of difficulty that is obtained becomes adaptive. It changes according to conditions or is adjusted based on the player's ability. It is from the playtesting experiment conducted on 20 players. The minimum difficulty level's score is five, and the difficulty level's score is 28.36.Novelty: This paper's purpose is an educational game for earthquake mitigation with the feature of adaptive level based on fuzzy Mamdani.
Peningkatan Kompetensi Guru MGMP Matematika dalam Pembuatan Modul Ajar melalui Pelatihan Generative Artificial Intelligence Arifudin, Riza; Abidin, Zaenal; Sugiharti, Endang; Arini, Florentina Yuni; Setiawan, Abas
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 9, No 1 (2026): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v9i1.9854

Abstract

Kegiatan pengabdian masyarakat ini dilatarbelakangi oleh permasalahan utama yang dihadapi oleh mitra, yaitu MGMP Matematika Kota Semarang, yakni rendahnya literasi digital dan pemahaman guru dalam memanfaatkan Generative Artificial Intelligence (Gen-AI) untuk pengembangan modul ajar. Hal ini mengakibatkan ketergantungan pada media konvensional, modul yang monoton, serta proses penyusunan yang tidak efisien. Topik ini dipilih karena integrasi Gen-AI dalam pendidikan merupakan kebutuhan mendesak di era digital untuk meningkatkan efisiensi dan kualitas pembelajaran. Tujuan pengabdian adalah untuk meningkatkan kompetensi guru dalam memanfaatkan Gen-AI (seperti ChatGPT dan DeepSeek) untuk pembuatan modul dan rubrik ajar. Metode pelaksanaan terdiri dari lima tahap: identifikasi kebutuhan, pengenalan Gen-AI, praktik pembuatan modul, evaluasi, serta pendampingan dan monitoring. Kegiatan ini melibatkan 20 guru MGMP Matematika SMP Kota Semarang. Hasil evaluasi menunjukkan peningkatan keterampilan (hardskill) yang signifikan, yaitu kemampuan membuat modul ajar (40,6%) dan rubrik ajar (41,9%), serta peningkatan pemahaman konsep Gen-AI (23,7%) dan kemampuan menggunakan prompt (31,4%). Kegiatan ini berhasil memberdayakan guru dengan keterampilan digital yang aplikatif, sehingga sangat penting untuk keberlanjutan inovasi pembelajaran dan efisiensi kerja guru dalam mendukung Kurikulum Merdeka.