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ITS » Master Theses » Teknik Elektro S2
Posted by dee@its.ac.id at 26/10/2011 16:59:39  •  346 Views

PENENTUAN TINGKAT KESULITAN GAME BERBASIS DISTRIBUSI GAUSSIAN MENGGUNAKAN METODE BOX MULLER PADA PEMBELAJARAN MATEMATIKA

DETERMINING DIFFICULTY LEVEL FROM GAME BASED DISTRIBUTION GAUSSIAN USING BOX MULLER METHOD TO MATH LEARNING

Created by :
VITIANINGSIH, ANIK VEGA ( 2209205210 )



SubjectPermainan komputer
Alt. Subject Computer games
Gaussian distribution
KeywordDistribusi Gaussian
Box-Muller
Player
Matematika

[ Description ]

Pembuatan sebuah game komputer sebagai media pembelajaran harus memperhatikan tingkat kesulitan berdasarkan kemampuan player, agar motivasi player tetap dapat dipertahankan. Untuk itu diperlukan perhitungan untuk menentukan tingkat kesulitan tantangan dan tingkat permainan secara otomatis. Sehingga game pembelajaran tersebut dapat menyesuaikan tingkat kesulitan sesuai respon permainan player. Penelitian ini diujicobakan pada pembelajaran matematika untuk tingkat soal mudah, sedang dan sulit. Distribusi gaussian dan metode box muller diterapkan untuk menentukan tingkat kesulitan soal secara otomatis. Distribusi gaussian untuk menentukan distribusi dari tingkat kesulitan game dengan menaikkan dan menurunkan tingkat kesulitan untuk tipe soal sulit, sedang dan mudah. Sedangkan metode box muller digunakan untuk pembangkit bilangan acak. Perhitungan dilakukan untuk membangkitkan 10 soal dari 30 soal dengan mean (μ) dan standard deviasi (σ) tertentu. Frekuensi kemunculan soal dari 10 kali percobaan dengan menggunakan distribusi gaussian dan metode box muller didapatkan hasil μ=3 dan σ=1 frekuensi kemunculan 10 soal cenderung ke soal tipe mudah, μ=5 dan σ=1 cenderung ke soal tipe sedang dan μ=7 dan σ=1 cenderung ke soal tipe sulit. Hasil percobaan untuk menaikkan dan menurunkan tingkat kesulitan soal supaya game lebih dinamis dan tidak monoton dari setiap kemampuan player, jika player dengan kemampuan rata-rata awal permainan pada pintu-1 memilih tingkat kesulitan sedang μ=6 dengan nilai 60, karena nilai baik maka pada pintu-2 tingkat kesulitan soal dinaikkan μ=6 dengan nilai 80, karena nilai baik maka pada pintu-3 tingkat kesulitan dinaikkan μ=8 dengan nilai 85 dan jika player dengan kemampuan dibawah rata-rata awal permainan pada pintu-1 memilih tingkat kesulitan mudah μ=3 dengan nilai 20, karena nilai kurang maka pada pintu-2 tingkat kesulitan soal diturunkan μ=2 dengan nilai 50, karena nilai cukup maka pada pintu-3 tingkat kesulitan soal dinaikkan μ=5 dengan nilai 70.


Alt. Description

make a computer game as a learning tool must consider the level of difficultybased on player ability, so the motivation the players can still be maintained. It required calculations to determine the level of difficulty and challenge level of games automatically. Learning games can adjust the difficulty level according to the response the game player. Gaussian distribution and box muller’s method applied to determine the level of difficulty the game automatically. Gaussian distribution is used to determine the distribution of difficulty levels the game by adding and reducing the level of difficulty for the type of questions that are difficult, moderate and easy. Box Muller method is used for generating random numbers. Calculations performed to generate 10 questions of 30 questions with mean (μ) and standard deviation (σ) specific. From the research results obtained about the frequency of occurrence of 10 attempts using Gaussian Distribution and Box Muller Muller, for μ = 3 and σ = 1 the frequency of occurrence tends to 10 easy questions, for μ = 5 and σ = 1 the frequency of occurrence 10 problems tend to the medium matter, and for μ = 7 and σ = 1 the frequency of occurrence will tend to 10 difficult questions. The results of an experiment to raise and lower level of difficulty that game more dynamic and monotony of every player capabilities, if the player with average ability early in the game on a door choose the difficulty level is μ = 6 with values of 60, because either the value of the door-2 level of difficulty is raised about the value of μ = 6 with 80, because the value is good then the door-3 levels of difficulty is increased μ = 8 with the value 85 and if the player with ability below average early in the game on a door choose the difficulty level is easy μ = 3 with a value of 20, because the value is less then the door-2 reduced the level of difficulty about μ = 2 with a value of 50, because of considerable value then the door-3 levels of difficulty is raised μ = 5 the value of 70.

Contributor:
  1. Mochamad Hariadi, ST., M.Sc., PhD.
  2. Christyowidiasmoro, ST., M.Sc.
Date Create:01/08/2011
Type:Text
Format:pdf
Language:Indonesian
Identifier:ITS-Master-3100011043953
Collection ID:3100011043953
Call Number:RTE 794.8 Vit p


Source :
Master Thesis of Electrical Engineering, RTE 794.8 Vit p , 2011

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