Repository Universitas Pakuan

Detail Karya Ilmiah Dosen

Eneng Tita Tosida, Restu Wibowo, Sufiatul Maryana

Judul : Promotion of the Motif Kujang Design by A* Algorithm Application in the Labyrinth Education Game
Abstrak :

Kujang (Sundanesse cleaver) as one of the cultural heritages of the Sundanese people (residents of West Java, Indonesia) has various attributes. These attributes can be used as a media for learning culture by the community. Currently the introduction of Kujang is only limited to general information. In fact, each attribute of the Kujang contains a very meaningful cultural philosophy. One of the cultural philosophies on the Kujang is shown in the motif design of the Kujang. This study aims to build a digital promotion media of Kujang through a labyrinth educational game which 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 choices of labyrinth paths that formed from five motif Kujang designs. This research shows the novelty that refers to the application of the motif Kujang design as a labyrinth route. The labyrinth route which is formed from five motifs Kujang ie. : tapak nanggala, tirta sadana, nagabandang, waruga sungsang, and hanjuang, which has different route difficulty levels. Based on the results of the usability test, it shows that globally the respondents show a level of comfort in using educational games at the level of 71.72%. The interactive and interesting promotion of the motif Kujang design can be done through this game by providing an experience of exploring the maze paths based on the motif kujang design. The labyrinth education game based on the motif Kujang design is able to perform well in the aspects of control (82.25%), efficiency (70.75%) and effects (70.01%). This game still shows moderate level in learnability performance (63.95%). This research is still limited to the creation of labyrinth paths based on the motif Kujang design and has not been equipped with the strengthening of information on the meaning of other cultural attributes contained in the motif Kujang design. Therefore, the opportunity to develop research towards
strengthening information on the meaning of attributes integrated with the appropriate algorithms is very potential.


Keywords: A* algorithm, Cultural attributes, Educational game, Kujang, Promotion media
 

Tahun : 2021 Media Publikasi : Prosiding
Kategori : Prosiding No/Vol/Tahun : 3 / 11 / 2021
ISSN/ISBN : 2169-8767/978-1-7923-6124-1
PTN/S : Universitas Pakuan Program Studi : ILMU KOMPUTER
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URL : http://www.ieomsociety.org/singapore2021/papers/754.pdf

 

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