Membangun Game Pembelajaran High Performance Computing (HPC) dengan Pendekatan Case-based Reasoning (CBR)

  • Priati Assiroj Universitas Buana Perjuangan Karawang
  • Saepul Aripiyanto Universitas Buana Perjuangan Karawang
Keywords: Case-Based Reasoning, ekonomi kreatif, game, High Performance Computing, pembelajaran

Abstract

Badan ekonomi kreatif (BEKRAF) adalah badan yang menangani ekonomi kreatif di Indonesia yang dituntut untuk dapat meningkatkan pertumbuhan ekonomi kreatif nasional. Kepala BEKRAF mengungkapkan bahwa salah satu prioritas sector ekonomi kreatif yang akan dikembangkan adalah game. Oleh karena itu penelitian ini bertujuan untuk membangun sebuah game pembelajaran High Performance Computing atau HPC dengan pendekatan Case-based Reasoning (CBR). CBR merupakan metode untuk menyelesaikan masalah baru dengan membandingkan solusi dari masalah yang sama pada masa lampau. Tahapan metode penelitian ini diantaranya analisis, perancangan game (merancang game play), fitur game, dan elemen-elemen lain yang akan digunakan dalam game, perancangan system (merancang system game dengan UML), perancangan tampilan pengguna (User Interface), implementasi (berupa produk game).

Author Biographies

Priati Assiroj, Universitas Buana Perjuangan Karawang

Program Studi Sistem Informasi

Saepul Aripiyanto, Universitas Buana Perjuangan Karawang

Program Studi Sistem Informasi

References

Kompas.com. 13/04/2017. Inilah 3 Sektor Ekonomi Kreatif Yang Sedang Naik Daun.
Prasad, dkk. 2012. NSF/IEEE-TCPP Curriculum Initiative on Parallel and Distributed Computing - Core Topics for Undergraduates. Version I, 2012, 55 pages. URL www.cs.gsu.edu/~tcpp/curriculum/index.php
Warnars. 2008. Game Information System. Proceedings of CGAMES 2008 - 12th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, Louisville, Kentucky, USA, 30 July-2 Agt 2008
Warnars. 2008. Virtual Information system on Working area. Indonesian Students’
International Scientific Meeting, (Temu Ilmiah Internasional Mahasiswa Indonesia, TIIMI), pp. 169-181, London, United Kingdom, 5-7 December 2008
Marling, dkk. 2002. Case-Based Reasoning Integrations. AI Mag. 23(1), 2002, 69-86
Kementrian Pariwisita dan Ekonomi Kreatif, 2014. https://www.kemenpar.go.id
Costikyan, from http://www.costik.com/writing.html
Ligagame. Penelitian Manfaat Bermain Game. 2009. Internet. http://ligagame.com/index.php/home/1/513. Diakses pada 10 Agustus 2018.
Sagala. 2010. Konsep dan Makna Pembelajaran. Bandung: Alfabeta.
Depdiknas .2003. Undang-undang RI No.20 tahun 2003.tentang sistem pendidikan nasional.
Ariza, dkk. 2017. Time Series and Case-Based Reasoning for an Intelligent Tetris Game. Springer International Publishing AG, ICCBR 2017, LNAI 10339, 2017, pp. 185–199. doi: 10.1007/978-3-319-61030-6 13
Saraiva, dkk. 2016. Early Diagnosis of Gastrointestinal Cancer by Using Case-Based and Rule-Based Reasoning. Expert System with Applications, 61(11), 2016, 192-202
Li, dkk. 2012. Intelligent Control of Coke Oven Air-fuel Ratio. International Review on Computer and Software, 7(13), 2012, 1261-1267
Yan, dkk. 2014. Weight Optimization for Case-Based Reasoning using Membrance Computing. Information Science, 287(12), 2014, 109-120
Jalali & Leake. 2016. Enhancing Case-Based Regression with Automatically-Generated Ensembles of Adaptations. Journal of Intelligent Information Systems, 46(2), 2016, 237-258
Zhang, dkk. 2016. Integrating Case-based with Rule-based Reasoning in body-in-white Fixture Design. International Journal of Advance Manufacturing Technology, 85(5-8), 2016, 1807-1824
Lenz, dkk. 2003. Case-based reasoning technology: from foundations to applications (Vol. 1400). Springer
US Department of Education. 2017. Reimagining the role of technology in education: 2017 National Education Technology Plan update
Pogorskiy. 2015. Using personalisation to improve the effectiveness of global educational projects. E-Learning and Digital Media. 12 (1): 57–67. Retrieved Mar 1, 2016
Chaudhury, dkk. 2018. Let’s HPC: A web-based platform to aid parallel, distributed and high performance computing education. J. Parallel Distrib. Comput. 2018, https://doi.org/10.1016/j.jpdc.2018.03.001
Bernik, dkk. 2018. Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students. In 41th International Convention-Mipro 2018.
Pressman. 2012. Rekayasa Perangkat Lunak.Pendekatan Praktisi. Edisi 7. Yogyakarta : Andi.
Woodbury. 2011. Using Game Mechanics to Fix the Grading System and Motivate
Students. http://georgewoodbury.wordpress.com/2011/03/16/guest-blog-using-game-mechanics-tofix-the-grading-system-and-motivate-students/. Accessed July 2018.
P. Assiroj, H. L. H. S. Warnars, Y. Heryadi, A. Trisetyarso, W. Suparta and B. S. Abbas, "Adaptive Game Design using Case-based Reasoning Method for High Performance Computing Learning," 2018 Indonesian Association for Pattern Recognition International Conference (INAPR), Jakarta, Indonesia, 2018, pp. 177-181. doi: 10.1109/INAPR.2018.8627017
P. Assiroj, A. L. Hananto, A. Fauzi and H. L. Hendric Spits Warnars, "High Performance Computing (HPC) Implementation: A Survey," 2018 Indonesian Association for Pattern Recognition International Conference (INAPR), Jakarta, Indonesia, 2018, pp. 213-217. doi: 10.1109/INAPR.2018.8627040
Published
2019-10-04