Penerapan Algoritma A* (Star) Pada Game edukasi Labirin Pengenalan Pamor Berbasis Android

  • Kode Repository : SK135/RES/2020
  • NPM : 065116165
  • Nama : Restu Wibowo
  • Pembimbing 1 : -Eneng T. Tosida, S.Tp., M.Si., M.Kom
  • Pembimbing 2 : -Sufiatul Maryana., M.Kom.
  • Abstrak : -Promotion of the Motif Kujang Design by A* Algorithm Application in the Labyrinth Education Game Eneng Tita Tosida, Restu Wibowo, Sufiatul Maryana Department of Computer Science, Universitas Pakuan, Indonesia Jl. Pakuan PO Box 452 Bogor 16143, Jawa Barat, Indonesia enengtitatosida@unpak.ac.id, restuwibowo16@gmail.com, sufiatul.maryana@unpak.ac.id Abdul Talib Bon Department of Production and Operations, University Tun Hussein Onn Malaysia, Malaysia talibon@gmail.com Abstract Kujang ( Kujang Sunda ) as one of the cultural heritage of the Sundanese people (residents of West Java, Indonesia) has various attributes. This attribute can be used as a medium for cultural learning by the community. Currently, the introduction of the Kujang is limited to general information. In fact, each Kujang attribute contains a very meaningful cultural philosophy. One of the cultural philosophies in Kujang can be seen in the Kujang motif design . This study aims to build a digital Kujang promotional media through a maze educational game that is implemented using the A * algorithm. The use of the A * algorithm is expected to guide educational game users to find the final destination of the maze by choosing the fastest path. In this educational game there are five options labyrinth path which is formed of five motif design Cleaver . The results of this study indicate the novelty that refers to the application of the K ujang motif design as a labyrinth path. The labyrinth route is formed from five K ujang motifs, namely . : tapak nanggala , tirta sadana , nagabandang , waruga sungsang , and hanjuang , which have different route difficulty levels. Based on the results of the usability test, it was found that globally, respondents showed a level of comfort in using educational games at the level of 71.72%. Promotions that are interactive and interesting design motif K ujang can be done through this game by providing experience exploring the labyrinth path based design motif cleaver. The labyrinth education game based on the Kujang motif design is able to perform well in the aspects of control (82 , 25 %), efficiency (70.75%) and effects (70.01%). This game still shows a moderate level of learning ability ( 63.95 %) . This research is still limited to making labyrinth paths based on the K ujang motif design and has not been equipped with information strengthening the meaning of other cultural attributes contained in the K ujang motif design . Therefore, the opportunity to develop research towards strengthening information about the meaning of attributes integrated with the appropriate algorithm is very potential. Keywords: A* algorithm, Cultural attributes, Educational game, Kujang, Promotion media
  • Program Studi : Ilmu Komputer