TY - JOUR AU - Farhan Azharuddin Asyraq AU - Dhebys Suryani Hormansyah AU - Mungki Astiningrum PY - 2020/03/03 Y2 - 2024/03/29 TI - IMPLEMENTASI FSM (FINITE STATE MACHINE) PADA GAME SURABAYA MEMBARA JF - Jurnal Informatika Polinema JA - JIP VL - 6 IS - 2 SE - Articles DO - 10.33795/jip.v6i2.278 UR - http://jip.polinema.ac.id/ojs3/index.php/jip/article/view/278 AB - Along with the development of the times, now technology is growing rapidly. One of them is game. Educational games made with the aim of alternative learning media. In this digital era, school students prefer to play games. This happens because it is easier to get the facilities in this digital era. Various educational games also began to appear along with the development of technology. Then came the various genres in the game that existed. An example is an action game that can be applied to learning methods for junior high school students. Because at the 9th grade of junior high school education discuss material about the Battle of Surabaya. The game was created as a learning medium about the Battle of Surabaya in an attractive visual form for junior high school students and to commemorate the heroic event in Surabaya on November 10, 1945 which was later celebrated as Heroes' Day. Then a game of Burning Surabaya is made. The game is a 2D game based on Android. The game takes the theme of the Surabaya fighters against the Allied forces who invaded the Surabaya area on October 27 to November 20, 1945. In this application artificial intelligence will be implemented using the Finite State Machine (FSM) method. The method that will be carried out in the event of a change in the situation or condition of the game. This application is built as an alternative learning medium for students of class IX Junior High School (SMP). Keywords: Games, Educational Games, Finite State Machine ER -