PERANCANGAN GAME EDUKATIF BERBASIS ANDROID UNTUK MENDETEKSI BUTA WARNA PADA ANAK DI TAMAN KANAK-KANAK HAPPY HOLY KIDS PONDOK INDAH MENGGUNAKAN ALGORITMA FUZZY LOGIC

Ardella Malinda Sarastri, . (2025) PERANCANGAN GAME EDUKATIF BERBASIS ANDROID UNTUK MENDETEKSI BUTA WARNA PADA ANAK DI TAMAN KANAK-KANAK HAPPY HOLY KIDS PONDOK INDAH MENGGUNAKAN ALGORITMA FUZZY LOGIC. Skripsi thesis, Universitas Pembangunan Nasional Veteran Jakarta.

[img] Text
ABSTRAK.pdf

Download (148kB)
[img] Text
AWAL.pdf

Download (881kB)
[img] Text
BAB 1.pdf
Restricted to Repository UPNVJ Only

Download (243kB)
[img] Text
BAB 2.pdf
Restricted to Repository UPNVJ Only

Download (1MB)
[img] Text
BAB 3.pdf
Restricted to Repository UPNVJ Only

Download (906kB)
[img] Text
BAB 4.pdf
Restricted to Repository UPNVJ Only

Download (5MB)
[img] Text
BAB 5.pdf

Download (98kB)
[img] Text
DAFTAR PUSTAKA.pdf

Download (394kB)
[img] Text
RIWAYAT HIDUP.pdf
Restricted to Repository UPNVJ Only

Download (93kB)
[img] Text
LAMPIRAN.pdf
Restricted to Repository UPNVJ Only

Download (1MB)
[img] Text
HASIL PLAGIARISME.pdf
Restricted to Repository staff only

Download (1MB)
[img] Text
ARTIKEL KI.pdf
Restricted to Repository staff only

Download (1MB)

Abstract

The ability to distinguish colors plays a crucial role in the learning process of early childhood. However, conventional detection methods such as the Ishihara test are considered less suitable due to their static nature and lack of interactivity. This study developed Color Quest, an educational Android-based game for children aged 4–6 years as an early screening medium for potential color vision deficiency. The system integrates a Finite State Machine (FSM) to manage game state transitions, and Fuzzy Logic with Mamdani inference to evaluate player errors based on color categories. The development process followed the stages of the Game Development Life Cycle (GDLC), from conceptualization to release. Testing was conducted through unit testing, black-box testing, as well as alpha and beta trials involving 24 kindergarten students from Happy Holy Kids. The results showed that the system functioned stably and was easy to operate. Most participants were classified as Normal (54.2%), although nearly half showed partial indications, with mild deuteranomaly being the most frequently observed condition. Medical validation supports the importance of early visual screening in educational contexts, aligned with children’s cognitive development, while also considering limitations in response behavior at an early age. Therefore, Color Quest results are not to be interpreted as final diagnoses but as early awareness triggers that can be followed up. This perspective aligns with the game’s objective as an adaptive and enjoyable initial tool to assist caregivers in monitoring children’s color perception.

Item Type: Thesis (Skripsi)
Additional Information: [No.Panggil: 2010511021 ] [Pembimbing 1: Musthofa Galih Pradana] [Pembimbing 2: Muhammad Adrezo] [Penguji 1: Iin Ernawati] [Penguji 2: Hamonangan Kinantan P]
Uncontrolled Keywords: educational game, Android, color blindness, fuzzy logic, finite state machine
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > Program Studi Informatika (S1)
Depositing User: ARDELLA MALINDA SARASTRI
Date Deposited: 20 Aug 2025 08:45
Last Modified: 20 Aug 2025 08:45
URI: http://repository.upnvj.ac.id/id/eprint/37225

Actions (login required)

View Item View Item