Haikal, Muhammad Yuki (2026) IMPLEMENTASI METODE FINITE STATE MACHINE UNTUK PENENTUAN LOGIKA PENYUSUNAN KATA PADA GAME EDUKASI 2D BERBASIS UNITY. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
ABSTRAK
English vocabulary mastery is an essential foundation for language learning. However, conventional learning methods often reduce students' motivation. This study aims to implement the Finite State Machine (FSM) method to control the word arrangement logic in a 2D educational game developed using Unity. The research employed the Research and Development (R&D) method, while the game was developed using the Game Development Life Cycle (GDLC). The system was tested using Black Box Testing, and user evaluation involved 27 sixth-grade elementary school students through a questionnaire. The results showed that all game functions operated properly, with an average agreement score of 90.3% from respondents. These findings indicate that the FSM method successfully managed the game logic and enabled the learning process to run according to the designed gameplay. Therefore, the developed educational game can serve as an alternative learning medium for improving English vocabulary.
Keywords: Finite State Machine, Educational Game, Unity, English Vocabulary, Word Arrangement
Penguasaan kosakata Bahasa Inggris merupakan dasar penting dalam pembelajaran bahasa, namun metode pembelajaran konvensional masih cenderung menurunkan motivasi belajar peserta didik. Penelitian ini bertujuan mengimplementasikan metode Finite State Machine (FSM) untuk mengatur logika penyusunan kata pada game edukasi 2D berbasis Unity. Metode penelitian yang digunakan adalah Research and Development (R&D), sedangkan metode pengembangan menggunakan Game Development Life Cycle (GDLC). Pengujian sistem dilakukan menggunakan Black Box Testing, sedangkan pengujian pengguna melibatkan 27 siswa kelas VI Sekolah Dasar melalui kuesioner. Hasil penelitian menunjukkan bahwa seluruh fungsi sistem berjalan sesuai rancangan dengan rata-rata tingkat persetujuan responden sebesar 90,3%. Hasil tersebut menunjukkan bahwa metode FSM berhasil mengatur logika permainan secara sistematis sehingga alur permainan berjalan sesuai rancangan. Dengan demikian, game edukasi yang dikembangkan dapat menjadi media alternatif dalam membantu pembelajaran kosakata Bahasa Inggris.
Kata Kunci: Finite State Machine, game edukasi, Unity, kosakata Bahasa Inggris, penyusunan kata.
