Implementation of the Sugeno Fuzzy Algorithm for a Dynamic Scoring System in an Educational Game on Fraction and Decimal Operations
DOI:
https://doi.org/10.37278/sisinfo.v7i2.1302Keywords:
Dynamic scoring, educational games, Sugeno Fuzzy Algorithm, fractions and decimals, adaptive assessmentAbstract
Technology in education enables students to learn independently through more varied media, such as educational games. Interviews with homeroom teachers and questionnaires distributed to class 6B students at SDN 17 Kuningan revealed that mathematics learning still relies on lectures with limited media, and 83% of students struggle to understand fractions and decimals. Additionally, the current assessment system is not dynamic and focuses only on right or wrong answers. This study aims to develop an Android-based educational game as an alternative learning medium featuring a dynamic assessment system using the Fuzzy Sugeno algorithm to improve student understanding. The game was developed using the Game Development Life Cycle (GDLC) method and modeled with UML. The assessment considers multiple indicators: correct answers, time spent, and remaining heart. Results from the User Acceptance Test (UAT) showed 89.28% of students found the game suitable, and post-test results indicated improved understanding after playing. The game supports both engagement and dynamic assessment.
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