Media Edukasi Game Puzzle dalam Meningkatkan Kemampuan Berhitung pada Anak Usia Dini

Authors

  • Padma Mike Putri M AMIK KOSGORO Padang

Keywords:

Artificial Intelligence, search, nodes, Breadth fresh search, Iteration Process

Abstract

Artificial Intelligence has a broad scope, such as learning media. Puzzles are included in the branch of AI science. Learning using puzzles has enormous benefits because this learning attracts interest and increases the cognitive thinking power of children who are new to numbers. This game is very fun for children so that this learning can be done until it's finished. Puzzle games can be in various forms of numbers, pictures, colors and others. The puzzle city consists of 0rdo 3x3 so the arrangement of numbers 1-8 and 1 is left blank for the shift position. In this study using serial numbers 1-8 which are specifically intended for young children who are new to seeing and knowing numbers. The way to play this game is to arrange a series of numbers from 1-8 in the correct order. The purpose of this research is to help improve mindsets, increase understanding of numbers. The algorithm used in this study is the Best First Search Algorithm, the working process of this algorithm is in the form of determining the root node to the queue. The advantage of this method is finding the best solution. The downside is that it requires a large amount of memory because the process is very long. The completion process requires 8 iterations because the puzzle position is in a position that has no truth value. After the process, the final result of the puzzle position is B=8, so the search is stopped.

References

Eka Mulyaningsih, S. T. P. (2020). Pengaruh Permainan Puzzle Terhadap Kemampuan Mengenal Lambang Bilangan Pada Anak Usia Dini Pendahuluan Taman kanak-kanak merupakan lembaga pendidikan yang ditujukan bagi anak- anak usia 4-6 tahun untuk melaksanakan suatu proses pembelajaran agar anak dapa. 1(1), 29–40.

Husni Angriani, Y. S. (2020). Implementasi [2]Algoritma Best First Search Dalam. Teknologi Informasi Dan Komunikasi, 10, 116–122.

Hutahaean, H. D. (2017a). Penerapan Metode Best First Search Pada Permainan Tic Tac Toe. MEANS (Media Informasi Analisa Dan Sistem), 2(2), 1–6. https://doi.org/10.54367/means.v2i1.14

Hutahaean, H. D. (2017b). Penerapan Metode Best First Search Pada Permainan Tic Tac Toe. MEANS (Media Informasi Analisa Dan Sistem), 2(1), 1–6. https://doi.org/10.54367/means.v2i1.14

Ida Mulyadi, I. (2021). Penerapan Metode Best First Search pada Sistem Informasi Penjualan Online. Journal of Computer and Information System ( J-CIS ), 4(2), 1–8. https://doi.org/10.31605/jcis.v4i2.1203

Lulu Alzanah, & Happy Indira Dewi. (2022). Pengembangan Puzzle Kreatif Untuk Media Pembelajaran Anak Sekolah Dasar. Jurnal IKRAITH-HUMANIORA, 6(2), 126–135.

Rohman, A. T. (2018). Permainan Puzzle Terhadap Kemampuan Perhatian Anak Autis Di Sekolah Luar Biasa. Jurnal Pendidikan Khusus, 1–15.

Widiana, I. W., Rendra, N. T., & Wulantari, N. W. (2019). Media Pembelajaran Puzzle Untuk Meningkatkan Hasil Belajar Siswa Kelas Iv Pada Kompetensi Pengetahuan Ipa. Indonesian Journal Of Educational Research and Review, 2(3), 354. https://doi.org/10.23887/ijerr.v2i3.22563

Published

2023-12-11

Issue

Section

Daftar Artikel