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The Counting Game uses the Fuzzy Tsukamoto Method
Ekojono Ekojono, Rizkyna Cahyaningrum, Kadek Sarjuna Batubulan, Anugrah Nur Rahmanto

Politeknik Negeri Malang


Abstract

Learning to count on elementary school students must be trained in how to memorize, many practice questions are done repeatedly. This counting exercise needs to be stimulated so that students have the motivation to learn, this kind of training is mostly done by the teacher to students by giving questions in turns in one class as if the students are in a game playing condition. Counting exercises can be applied in the form of games with applied counting operations learning to train students to count quickly. The approach with attractive application visualization is expected to be able to help the learning of elementary school level students, especially class 1. Tsukamoto Method, in each rule is represented using a fuzzy set, using a monotonous membership function. To be able to determine the value of crisp output or firm results. By using the Unity 3D game engine that is capable of making 2D games, the Fuzzy Tsukamoto method is used to determine the final game score. Tests that have been done show that the results of the questionnaire that game 2d on the functionality aspect get a result of 3.97 on a scale of 5.

Keywords: game, count Fuzzy Tsukamoto

Topic: Computer Science

Link: https://ifory.id/abstract/2gQzfbtRN8dc

Conference: The 4th Annual Applied Science and Engineering Conference (AASEC 2019)

Plain Format | Corresponding Author (Ekojono .)

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