2021
DOI: 10.34010/komputika.v10i2.4551
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Penerapan Algoritma Dijkstra Pada Game Learning Matematika Berbasis Android

Abstract: ABSTRAK – Sebuah lembaga survey di bidang game. Newzoo menempatkan Indonesia di peringkat ke-16 dunia dalam hal penggunaan game yang cukup diminati oleh rentang usia produktif 10 – 20 tahun. Untuk itulah perlu adanya proses pembelajaran dan pendidikan terhadap game agar anak-anak di usia tersebut tidak kecanduan game yang akan merusak sel otak. Maka dari itu dengan membangun serta merancang game maze yang memiliki nilai edukasi yang sangat baik untuk anak-anak, maka dari itu digunakan algoritma Dijkstra, s… Show more

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“…Dijkstra's algorithm application in AndroidThe objective of this research, which is based on mathematical learning games, is to create a kid-friendly instructional game [13]. To discover the quickest route to a destination in the game, Dijkstra's method is employed in this study as an artificial intelligence system [14]. 18 students from grades 5 elementary to 1 junior high school completed surveys as part of this research, which led to the creation of a maze game that utilized Dijkstra's algorithm.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Dijkstra's algorithm application in AndroidThe objective of this research, which is based on mathematical learning games, is to create a kid-friendly instructional game [13]. To discover the quickest route to a destination in the game, Dijkstra's method is employed in this study as an artificial intelligence system [14]. 18 students from grades 5 elementary to 1 junior high school completed surveys as part of this research, which led to the creation of a maze game that utilized Dijkstra's algorithm.…”
Section: Literature Reviewmentioning
confidence: 99%