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Application Of Artificial Intelligence In Indonesian Debate Education Game Raharjo, Hanif Kukuh; F, Andi Nurfita; Rosyidin, Nurya Fahru; Purboyo, Tito Waluyo; Nugrahaeni, Ratna Astuti
CEPAT Journal of Computer Engineering: Progress, Application and Technology Vol 2 No 01 (2023): May 2022
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cepat.v1i03.5393

Abstract

Over time, educational games that exist is increasing. It is very unfortunate that there are some educational games that are too focused on the educational aspect so that they forget their identity as games that aim to relieve fatigue. This research was conducted to avoid this problem. To provide an interesting experience from the game being played, the artificial intelligence system is implemented, the first one is Bezier Curve Algorithm. An algorithm that forms a curve trajectory that will become a cross motion of obstacles. Finite State Machine for the Non-Player Character (NPC) behavior. The last one is Fuzzy Mamdani algorithm, it is an algorithm that will be used in calculating the score in the game. By applying all the algorithm to some aspects of the game, there will be an interesting experience in every game play, because one gameplay will not be similar to the previous one. This game was developed on the Android platform. The test was conducted on 33 high school/vocational high school students with the age range (15-20 years). The results obtained, 97% of respondents agree that the game is interesting for them and 90.9% feel interested in Indonesian debate after playing the game.
Penerapan Kecerdasan Buatan Pada Game Edukasi Debat Bahasa Indonesia Menggunakan Algoritma Bézier Curves Raharjo, Hanif Kukuh; Purboyo, Tito Waluyo; Nugrahaeni, Ratna Astuti
eProceedings of Engineering Vol. 10 No. 1 (2023): Februari 2023
Publisher : eProceedings of Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak— Seiring berkembangnya waktu, jumlah game edukasi yang ada bertambah banyak. Namun, sangat disayangkan bahwa masih banyak game edukasi yang terlalu kaku dan terlalu fokus dalam aspek edukasinya sehingga melupakan jati dirinya sebagai game yang bertujuan untuk menghilangkan rasa penat. Penelitian ini dilakukan untuk menghindari masalah tersebut, dengan menambahkan sistem kecerdasan buatan atau Artificial Intelligence pada game edukasi, diharapkan game dapat memberikan pengalaman yang menarik dan menghibur tanpa menciptakan rasa kaku dan menghilangkan aspek edukasinya. Sistem kecerdasan buatan yang diimplementasikan adalah Algoritma Bézier Curve. Algoritma yang membentuk lintasan kurva yang akan menjadi lintas gerak rintangan. Dengan mengimplementasikan algoritma, maka akan terlahir pengalaman menarik di setiap gameplay dari game yang dimainkan. Game ini dikembangkan pada platform Android. Pengujian dilakukan pada 33 siswa SMA/SMK sederajat dengan rentan umur (15-20 tahun). Hasil yang diperoleh, 96.9% responden setuju bahwa game menarik bagi mereka dan 93.9% merasa tertarik dengan debat bahasa Indonesia setelah memainkan game, di dapatkan 81.9% mendapatkan tombol interupsi yang muncul di lokasi yang berbeda setiap responden memainkan game. Kata kunci— game, artificial intelligence, android, edukasi, bézier curves