Basra, Raihanul
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Analisa Dampak Game Mobile Legends Terhadap Prestasi Akademik Mahasiswa Menggunakan Metode Fuzzy Logic Basra, Raihanul; Permana, Inggih
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 3: Desember 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i3.1345

Abstract

The purpose of this research is to analyze how the academic achievement of students at UIN SUSKA Riau is influenced by playing the Mobile Legends game. Mobile games such as Mobile Legends are increasingly popular among college students in the digital era. Nonetheless, there are concerns that the game could affect the time and center that should be allocated to scientific investigations. This study uses three input variables: benefits, risk and GPA with the output having an impact on academic achievement. Fuzzy Mamdani can be usede as a method in determining student academic achievement in this study using MATLAP. The results of the study also show that the Mobile Legends game makes academic achievement tend to be worse for students.Keywords: Fuzzy Mamdani Logic; Academic Achievement; Student; MATLAP AbstrakTujuan yang ingin di capai dalam penelitian ini adalah untuk mengetahui bagaimana pengaruh bermain game online Mobile Legends terhadap prestasi akademik mahasiswa di UIN SUSKA Riau. Di era digital ini, game mobile seperti Mobile Legends semakin populer di kalangan mahasiswa. Bagaimanapun, ada kekhawatiran bahwa permainan dapat memengaruhi waktu dan fokus yang harus dialokasikan untuk pemeriksaan logika. Tiga variabel input digunakan dalam penelitian ini: kelebihan, kekurangan, dan IPK, yang hasilnya mempengaruhi prestasi akademik. Dalam penelitian ini, MATLAP dapat digunakan untuk menentukan prestasi akademik siswa dengan menggunakan fuzzy Mamdani. Studi tersebut juga mengungkapkan bahwa prestasi akademik siswa cenderung menurun akibat permainan Mobile Legends.Â