Jurnal Teknik Informatika Unika Santo Thomas (JTIUST)
Vol 7 No. 1 : Tahun 2022

PENERAPAN FUZZY LOGIC DAN LCG DALAM GAME QUIZ UNTUK PEMBELAJARAN COVID

Octavianus, Jaeson (Unknown)
Setiawan, Rendy (Unknown)
Hakim, Lukman (Unknown)



Article Info

Publish Date
19 Jun 2022

Abstract

The Corona Virus 19 pandemic or Coronavirus Disease 19 (COVID19) is a disease caused by a corona virus that usually attacks the respiratory tract. Covid-19 disease can be transmitted when a person show symptoms such as fever, runny nose, cough, throat, and headache; although many cases occur without any symptoms (Rothan, 2020). Covid-19 cases in Indonesia continue to increase every day based on data from Deti Mega Purnamasari in kompas.com, where until April 15, 2020 there were 5,136 positive cases of Covid-19. This research will produce a game where players will be able to learn while playing quizzes to increase their knowledge about the symptoms and ways to prevent the occurrence of covid. To study covid, information that can be used as a benchmark is needed to be used as questions in the game. Fuzzy is used to give a score that will increase every time you answer correctly and LCG (Linear Congruential Generator) is used to give random questions to players. Based on the experiment done, only 50% of 10 people have sufficient knowledge about covid19 daily. By making this game, public awareness about covid will increase.

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Journal Info

Abbrev

JTIUST

Publisher

Subject

Computer Science & IT

Description

Terbit Setiap Bulan Juni dan Desember setiap Tahunnya. Jurnal ini Media publikasi untuk bidang Ilmu Komputer seperti Fuzzy Logic, Teknologi dan Jaringan, Robotika, Komputasi, Mikrokontroller, Arsitektur Komputer, Sistem Cerdas, Rekayasa Web dan Mobile, Sistem Terdistribusi, Sistem Kontrol, Data ...