ZAMZAMI, MUHAMMAD FAUZAN (2026) PERANCANGAN ANTARMUKA GAME EDUKATIF SPELLING BEE BERBASIS FSM DAN CROSSWORD PUZZLE BERBASIS RBS MENGGUNAKAN LARAVEL. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
English vocabulary mastery serves as a critical foundation for digital literacy, yet students frequently encounter academic disengagement due to monotonous and insufficiently interactive learning methods, thus this study aims to design the interface of a web-based educational game platform called EnglishEdu integrating two games, Spelling Bee based on a Finite State Machine (FSM) and Crossword Puzzle based on a Rule-Based System (RBS) developed using the Laravel framework through a quantitative development research approach with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, wherein the FSM implementation in Spelling Bee controls the entire game session flow through an FSM_TRANSITIONS object with fsmState as the single source of truth, while the RBS implementation in Crossword Puzzle employs a CROSSWORD_RULES knowledge base consisting of five rules (R1–R5) covering the hint system, cell validation, keyboard navigation, performance scoring, and adaptive level unlocking, both implemented using Alpine.js within the Laravel Blade Template Engine, and evaluation through Black Box Testing and User Acceptance Testing (UAT) with an eight-aspect questionnaire administered to university students demonstrates that all functional flows operate as specified, confirming the platform is valid and well-received as an interactive and responsive medium for English vocabulary learning. Keywords: English Vocabulary, Educational Game, Finite State Machine, RuleBased System, Laravel, ADDIE, Spelling Bee, Crossword Puzzle, User Interface.. Penguasaan kosakata Bahasa Inggris merupakan fondasi penting dalam literasi digital, namun mahasiswa kerap menghadapi kebosanan akibat metode pembelajaran yang monoton dan kurang interaktif, sehingga penelitian ini bertujuan merancang antarmuka platform game edukatif berbasis web bernama EnglishEdu yang mengintegrasikan dua permainan, Spelling Bee berbasis Finite State Machine (FSM) dan Crossword Puzzle berbasis Rule-Based System (RBS) menggunakan framework Laravel dengan metode penelitian kuantitatif pengembangan model ADDIE (Analysis, Design, Development, Implementation, Evaluation), di mana implementasi FSM pada Spelling Bee mengendalikan seluruh alur sesi permainan melalui objek FSM_TRANSITIONS dengan fsmState sebagai satu-satunya sumber kebenaran, sementara implementasi RBS pada Crossword Puzzle menggunakan basis pengetahuan CROSSWORD_RULES dengan lima aturan (R1–R5) yang mencakup sistem petunjuk, validasi sel, navigasi keyboard, penilaian skor, dan pembukaan level adaptif, keduanya diimplementasikan melalui Alpine.js dalam Blade Template Engine Laravel, dan hasil pengujian melalui Black Box Testing serta User Acceptance Testing (UAT) dengan delapan aspek evaluasi kepada mahasiswa menunjukkan seluruh alur fungsional berjalan sesuai spesifikasi sehingga platform yang dirancang terbukti valid dan dapat diterima sebagai media pembelajaran kosakata Bahasa Inggris yang interaktif dan responsif. Kata Kunci: Kosakata Bahasa Inggris, Game Edukatif, Finite State Machine, RuleBased System, Laravel, ADDIE, Spelling Bee, Crossword Puzzle, Antarmuka Pengguna
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