Mathematics Education Game Using the Finite State Machine Method to Implement Virtual Reality in Game Platformer
Abstract
Rapid technological developments have changed the patterns and systems that existed before. One of them is a Gim that has collaborated with the world of Education, the Gim is called an educational Gim. There are advantages in building an educational Gim that is visualization of real problems and increasing interest in learning. Mathematics is one of the subjects that is considered difficult for students. This is due to a lack of understanding of students in mastering the material given. In grade 5 elementary school students, desperately need rapid understanding because the class students receive more material and lessons from the previous class. The Finite State Machine method that was applied to the Gim "The Story of Rino’s Life" with additional multimedia and storyline, the Gim became more interesting and fun to play. The results of this study indicate that this Gim has fulfilled the needs of players, namely as a learning medium that makes it easier for students in grade 5 to understand mathematical material and also provides motivation to always learn mathematics.
References
"Martinrecords," Desember 2017. [Online]. Available: http://www.martinrecords.com/game/penting-untuk-diketahui-sejarah-perkembangan-game-dan-jenisnya/. [Accessed 29 November 2018].
A. V. Vitianingsih, “Game Edukasi Sebagai Media Pembelajaran Pendidikan Anak Usia Dini,” Inf. J. Ilm. Bid. Teknol. Inf. dan Komun., vol. 1, no. 1, pp. 1–8, 2016.
A. S. Huda, "Game Edukasi Cepat Tepat dengan Metode Finite State Machine," Teknik Informatika - UINMMI, 2016.
I. N. Sukajaya, A. Vitianingsih, S. M. S. N, K. E. Purnama, M. Hariadi, and M. H. Purnomo, “Multi-parameter dynamic difficulty game ’ s scenario using Box-Muller of Gaussian distribution Multi-Parameter Dynamic Difficulty Game ’ s Scenario Using Box-Muller of Gaussian Distribution,” in The 7th International Conference on Computer Science & Education (ICCSE 2012), 2012, no. July 14-17, pp. 1666–1671.
Jason Brownlee, Finite State Machine(fsm). 2002
T. BKG, Terampil Berhitung Matematika untuk SD Kelas 5, Erlangga, 2018.
C. W. Lasut, 63 Permainan Tematik, Menciptakan Pembelajaran Berkarakter, Bermakna dan Mnyenangkan, AndiPublisher, 2015.
D. A. Purnama Sari, "Pengembangan Model Pembelajaran Berbasis IDI," STMIK Royal - Pengembangan, 2018.
P. N. E. W. Dian Wahyu Putra, "Game Edukasi Berbasis Android Sebagai Media Pembelajaran Untuk Anak Usia Dini," Jurnal Informatika Merdeka Pasuruan, vol. 1, 2016.
Z. A. A. H. Tri Setianto, "Pembuatan Game "Math Task" dengan Metode Fuzzy Sukamoto," Ilmu Komputer dan Teknologi Informasi, vol. 1, 2016.
D. A. Diana Laily, "Analisa Dan Perancangan Game Edukasi sebagai Motivasi," Simetris, vol. 8, 2017.
Wearesocial.com, “Digital in 2019,” New York, 2019.
A. R. M. S. Ridwan Sanjaya, "Android," in Mudah Membuat Game Edukasi Berbasis Android, Elex Media Komputindo, 2016.
A. C. Luther, Authoring Interactive Multimedia. Boston: AP Professional, 1994.
A. H. Sutopo, Multimedia Interaktif dengan Flash. Yogyakarta: Graha Ilmu, 2003.
SoftwareTestingFundmentalEditors, “Black Box Testing,” 2019. [Online]. Available: http://softwaretestingfundamentals.com/black-box-testing. [Accessed: 30-Jan-2020].
M. A. Muttaqin and A. Susanto, “Aplikasi Stok Audit di PT. Media Sarana Data Berbasis Android Dengan Arsitektur Model View Presenter,” vol. 6, no. 2, pp. 112–123, 2020.
Guru99.Com, “What is User Acceptance Testing (UAT)? with Examples,” 2020. [Online]. Available: https://www.guru99.com/user-acceptance-testing.html. [Accessed: 30-Jan-2020].
Lakshay Sharma, “User Acceptance Testing – UAT,” p. 15, 2017.
Copyright (c) 2020 Ajib Susanto
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Inform: Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi agree to the following terms:
-
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
-
Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
-
Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.