Permainan Shopping Time

Heryanti, Arizonanataliya (2013) Permainan Shopping Time. Other thesis, Universitas Komputer Indonesia.

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Abstract

Salah satu cara pengenalan uang terhadap anak adalah dengan mengajarkan anak cara berbelanja. Berbelanja merupakan hal yang menyenangkan karena dalam kegiatan berbelanja banyak pembelajaran yang bisa ambil. Dengan nilai pembelajaran yang ada dalam kegiatan berbelanja, maka tema berbelanja tepat untuk diangkat ke dalam media game. Hal ini juga bertujuan agar anak-anak bisa lebih bertanggungjawab dengan uang jajan yang diberikan oleh orang tua mereka. Penggunaan game sebagai sarana pendidikan sebetulnya bukan merupakan hal yang tabu ataupun salah. Pemanfaatan dan penggunaan game edukasi dapat menunjang proses pembelajaran terhadap anak. Pembelajaran yang dimasukkan ke dalam game bisa berupa pengenalan angka, cara berhitung, pengenalan warna, pengenalan huruf, pengenalan benda dan sebagainya sehingga anak akan merasa senang dengan sarana belajar sambil bermain. Permainan Shopping Time merupakan permainan yang bertujuan untuk memberikan pembelajaran berhitung dan pengenalan warna untuk anak usia 6-12 tahun. Dalam permainan ini dibuat dengan AI (Artificial Intelligence) dengan menerapkan algoritma A* (A Star). Algoritma ini digunakan untuk menentukan pilihan jalan terpendek menuju titik tujuan. Hasil pengujian dari aplikasi ini selain menghadirkan aplikasi permainan shopping time juga memberikan nilai edukasi kepada anak dalam belajar perhitungan sederhana dan pengenalan warna.

One way the introduction of money to children is to teach children how to shop. Shopping is fun because a lot of shopping in the learning can take. With the value of learning in the matter of shopping, then shopping for the right theme to be appointed to the media game. It is also intended that the children be more responsible with the pocket money given by their parents. The use of gaming as a means of education actually is not a taboo or wrong. Utilization and use of educational games can support learning processes of children. Learning is incorporated into the game could be the introduction of a number, how to count, color recognition, letter recognition, object recognition and so forth so that the child will feel happy with the means to learn while playing. Shopping Time game is a game that aims to provide learning to count and color recognition for children aged 6-12 years. In this game made with AI (Artificial Intelligence) by applying the algorithm A * (A Star). This algorithm is used to determine the selection of the shortest path to the destination point. The test results of this application in addition to presenting a shopping game time applications also provide educational value to children in learning a simple calculation and the introduction of color.

Item Type: Thesis (Other)
Additional Information: Migrasi dari GDL. Identifier: jbptunikompp-gdl-arizonanat-29674. Folder: S1-Final_Project / Fakultas_Teknik_dan_Ilmu_Komputer / Teknik_Informatika / 2012
Uncontrolled Keywords: game, edukasi anak, shopping time, algoritma A*, heuristic, Artificial Intelligence
Divisions: S1 Skripsi > Teknik Informatika
Depositing User: Robot Migration
Date Deposited: 05 Nov 2026 09:41
Last Modified: 05 Nov 2026 09:41
URI: https://elibrary.unikom.ac.id/id/eprint/39657

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