Aplikasi Game Edukasi Mengenal Bahasa Indonesia Alfabert dengan Algoritma Ascent Hill Climbing

 (*)Megi Afroka Mail (AMIK KOSGORO, Solok, Indonesia)
 Yosdarso Afero (AMIK KOSGORO, Solok, Indonesia)

(*) Corresponding Author

Abstract

Alphabet learning educational game is a game that is very popular with children who are new to Alphabet letters. This game uses the process of exchanging the position of the alphabet according to the correct alphabetical order. The problem in this study is the lack of interest in children learning the alphabet quickly, with the game system children who know the alphabet are happier and quickly understand the order of the alphabet. The benefit of this research is to improve the thinking power and creative patterns of children who are new to the alphabet quickly to catch how to memorize the alphabet correctly. This study uses the Ascent Hill Climbing Algorithm. How the Ascent Hill Climbing Algorithm works, namely a. The basic rule that must be done is to move an empty square to the top of the puzzle where if x>1 then (x-1,y) b. The basic rule that must be done is to move the empty square down Puzzle if x<3 then (x+1,y c. The basic rule to be done is to move the empty square to the right Puzzle if x<3 then (x+1,y) d The basic rule that must be done is to move the empty square to the left of the Puzzle if x>1 then (x,y-1). The final result of this study is that it takes 8 iterations to obtain the correct position for compiling the Puzzle so that it matches the goal state order so that the results are finished and terminated.

Keywords


Artificial intelligence; Learning Applications; Alphabet; Ascent Hill Climbing Algorithm; Goal State

Full Text:

PDF


Article Metrics

Abstract view : 144 times
PDF - 34 times

References

S. Silvilestari, “Steepest Ascent Hill Climbing Algorithm To Solve Cases In Puzzle Game 8,” IJISTECH (International Journal of Information System and Technology), vol. 5, no. 4, p. 366, 2021, doi: 10.30645/ijistech.v5i4.153.

Mahardikha, M. Asrori, and D. Yuniarni, “Permainan Edukatif dengan Media Puzzle Mengembangkan Kemampuan Kognitif Anak Usia 4-5 Tahun TK Islamiyah,” Jurnal Pendidikan dan Pembelajaran Khatulistiwa, vol. 2, no. 10, pp. 1–10, 2013.

Y. Afero, “Algoritma Best First Search Menentukan Lintasan Jalur Terpendek Pada Kota Wisata Bukittinggi,” JOISIE (Journal Of Information Systems And Informatics Engineering), vol. 5, no. 2, pp. 138–145, 2021, doi: 10.35145/joisie.v5i2.1717.

Yendrizal, “Application of Artificial Intelligence on Puzzle-8 Using Steepest Ascent Hill Climbing Algorithm,” vol. 6, no. 158, pp. 17–24, 2022.

A. Hijriyah and Ali, “Meningkatkan Kemampuan Pengenalan Kosakata Bahasa Inggris Anak Usia Dini Dengan Alphabet Method Di TK,” pp. 1–11, 2016.

S. Wulandari and Y. T. Samiha, “Pembelajaran Menulis Permulaan Melalui Metode Abjad (Alphabet) Bagi Siswa Berkesulitan Menulis (Disgrafia) (Studi Kasus Mata Pelajaran Bahasa Indonesia Di Kelas I Madrasah Ibtidaiyah Viii Palembang),” JIP Jurnal Ilmiah PGMI, vol. 1, no. 2, pp. 349–374, 2015, doi: 10.19109/jip.v1i2.668.

S. R. Yulian and Suhartono, “Pengenalan Bahasa Isyarat Huruf Abjad Menggunakan Metode Learning Vector Quantization (LVQ),” Suhartono Jurnal Masyarakat Informatika, vol. 8, no. 1, pp. 1–8, 2016.

A. Taufiqur, R. Dan, and F. Ardianingsih, “Permainan Puzzle Terhadap Kemampuan Perhatian Anak Autis di Sekolah Luar Biasa,” Jurnal Mahasiswa Universitas Negeri Surabaya, pp. 1–15, 2018.

M. Wulandari, A. Akbarjono, and A. Saputra, “Pengaruh Permainan Puzzle Terhadap Perkembangan Kognitif Pada Anak 5-6 Tahun Di Paud Harapan Ananda Kota Bengkulu,” Al Fitrah: Journal Of Early Childhood Islamic Education, vol. 2, no. 2, pp. 354–366, 2019.

D. Safitri, M. Syukri, and D. Yuniarni, “Meningkatkan Kemampuan Peningkatan Kemampuan Daya Ingat Melalui Permainan Puzzle,” Jurnal Pendidikan dan Pembelajaran Khatulistiwa, vol. 3, no. 6, pp. 1–16, 2014.

Y. Mardiansyah and S. N. Rizki, “Implementasi Penyelesaian Permasalahan Algoritma Ascent Hill Climbing Pada Puzzle-8,” vol. 6, pp. 583–590, 2022.

I. W. Widiana, N. T. Rendra, and N. W. Wulantari, “Media Pembelajaran Puzzle Untuk Meningkatkan Hasil Belajar Siswa Kelas Iv Pada Kompetensi Pengetahuan Ipa,” Indonesian Journal Of Educational Research and Review, vol. 2, no. 3, p. 354, 2019, doi: 10.23887/ijerr.v2i3.22563.

D. P. Sari, “Pemanfaatan Metode Hill Climbing Mencari Jalur Terpendek Objek Wisata Kabupaten Lima Puluh Kota,” JOISIE Journal Of Information System And Informatics Engineering, vol. 6, no. 1, pp. 32–38, 2022.

S. Novia, “Jurnal siteba,” Game Puzzle Abjad Menggunakan Algoritma Ascent Hill Climbing, vol. 1, no. 1, pp. 14–22, 2022.

V. Y. I. Ilwaru dkk, “Perbandingan Algoritma Hill Climbing Dan Algoritma Ant Colony Dalam Penentuan Rute Optimum Comparison Of Hill Climbing Algorithm And Ant Colony Algorithm In Determining Optimum Route,” vol. 11, pp. 139–150, 2017.

R. Meri, “Implementasi Algoritma Steepest Ascent Hill Climbing,” vol. 6, no. 1, 2022.

E. Elvina and L. Hakim, “Modifikasi Algoritma Steepest-Ascent Hill Climbing Dan Backtracking Untuk Pencarian Lintasan Kritis Proyek,” CogITo Smart Journal, vol. 4, no. 2, p. 268, 2019, doi: 10.31154/cogito.v4i2.133.268-282.

B. Prasetyo, I. Agustina, and M. Gufroni, “Perancangan Game Puzzle Pemadam Kebakaran Menggunakan Metode Linear Congruential Generator (LCG),” JOINTECS (Journal of Information Technology and Computer Science), vol. 2, no. 2, 2017, doi: 10.31328/jointecs.v2i2.473.

Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Aplikasi Game Edukasi Mengenal Bahasa Indonesia Alfabert dengan Algoritma Ascent Hill Climbing

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Megi Afroka, Yosdarso Afero

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

JURIKOM (Jurnal Riset Komputer)
Di publikasikan oleh P3M - STMIK BUDI DARMA
Email: jurikom.stmikbd@gmail.com

Creative Commons License
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Attribution 4.0 International.