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| Abstract : Perpustakaan Tuanku Bainun |
| The Game-based Learning Analytics Platform (GBLAP) is an innovative solution to the challenges currently facing the education sector. Its main benefits include improving assessment accuracy and providing more personalized and engaging data-driven learning experiences. This study examines the effectiveness of GBLAP in enhancing the accuracy of creativity and logic assessments in 3-4 year-old children compared to traditional methods, evaluates its acceptability among teachers and parents, and assesses the effectiveness of machine learning models in classifying child development data based on game interactions. The platform integrates artificial intelligence to create a more personalized and optimized learning environment. The System Usability Scale (SUS) instrument was adopted and adapted to obtain feedback from 2 teachers, 10 parents, and 10 children from Manhajul Husna Early Childhood Education, South Kalimantan, Indonesia, and 2 teachers, 10 parents, and 10 children from TASKA PERMATA Universiti Pendidikan Sultan Idris. The children's creativity and logic development data were classified using machine learning techniques by comparing three classification algorithms: Naive Bayes, Multilayer Perceptron, and Decision Tree, into three categories: Good, Medium, and Low. The usability study demonstrated that GBLAP is an effective tool for real-time tracking of children's progress in creativity and logic assessments. The high average SUS score, above 70, indicates that the platform is well-accepted. For classification, the Multilayer Perceptron algorithm showed the best performance, with an accuracy of 72.97% on training data and 79.17% on testing data. The results suggest that GBLAP is effective, efficient, and engaging, and capable of providing accurate analysis of child development. This system offers valuable insights into children's understanding in the areas of creativity and logical thinking. |
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