Proceedings of the 2nd International Conference on Vocational Education and Training (ICOVET 2018)

The Application of a Star (A*) Algorithm on the Android-Based Pacman Adaptation Educational Game as a Learning Media for SMK

Authors
Ahfaz Bactiar Febliama, Nimas Dian Fitria, Anik Nur Handayani
Corresponding Author
Ahfaz Bactiar Febliama
Available Online January 2019.
DOI
10.2991/icovet-18.2019.51How to use a DOI?
Keywords
A* algorithm, artificial intelligence, game, Pac-man, learning media.
Abstract

Playing game constitutes an activity which stimulates children to achieve integrated development, in physical, intellectual, social, moral, and emotional terms. Referring to the definition, it can be concluded that game is a medium which can be used as a stimuli to child development. Numerous types and genres of games were created, one of which is labyrinth game or so-called Pac-man. This game is played by requiring the played to eat all points without running into the enemy. It is aimed that the implementation of the game assists the learning activity of vocational high school (SMK) students by the addition of learning materials within that the game becomes a learning medium. The modified version of the game requires AI (Artificial Intelligence) as well as A* (A-star) algorithm in the development process. The algorithm functions to determine the shortest track with minimum cost by summing the actual distant with the estimated distance, so the minimum cost is obtained. The Artificial Intelligence (AI) is applied to the enemy, so the player faces obstacles in order to achieve the objective of the game.

Copyright
© 2019, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Download article (PDF)

Volume Title
Proceedings of the 2nd International Conference on Vocational Education and Training (ICOVET 2018)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
January 2019
ISBN
10.2991/icovet-18.2019.51
ISSN
2352-5398
DOI
10.2991/icovet-18.2019.51How to use a DOI?
Copyright
© 2019, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Ahfaz Bactiar Febliama
AU  - Nimas Dian Fitria
AU  - Anik Nur Handayani
PY  - 2019/01
DA  - 2019/01
TI  - The Application of a Star (A*) Algorithm on the Android-Based Pacman Adaptation Educational Game as a Learning Media for SMK
BT  - Proceedings of the 2nd International Conference on Vocational Education and Training (ICOVET 2018)
PB  - Atlantis Press
SP  - 200
EP  - 206
SN  - 2352-5398
UR  - https://doi.org/10.2991/icovet-18.2019.51
DO  - 10.2991/icovet-18.2019.51
ID  - Febliama2019/01
ER  -