<> "The repository administrator has not yet configured an RDF license."^^ . <> . . . "Promotion of the Motif Kujang Design by A* Algorithm \r\nApplication in the Labyrinth Education Game"^^ . "Abstract\r\nKujang ( Kujang Sunda ) as one of the cultural heritage of the Sundanese people (residents of West Java, Indonesia) \r\nhas various attributes. This attribute can be used as a medium for cultural learning by the community. Currently, the \r\nintroduction of the Kujang is limited to general information. In fact, each Kujang attribute contains a very meaningful \r\ncultural philosophy. One of the cultural philosophies in Kujang can be seen in the Kujang motif design . This study \r\naims to build a digital Kujang promotional media through a maze educational game that is implemented using the A \r\n* algorithm. The use of the A * algorithm is expected to guide educational game users to find the final destination of \r\nthe maze by choosing the fastest path. In this educational game there are five options labyrinth path which is formed \r\nof five motif design Cleaver . The results of this study indicate the novelty that refers to the application of the K ujang \r\nmotif design as a labyrinth path. The labyrinth route is formed from five K ujang motifs, namely . : tapak nanggala , \r\ntirta sadana , nagabandang , waruga sungsang , and hanjuang , which have different route difficulty levels. Based on \r\nthe results of the usability test, it was found that globally, respondents showed a level of comfort in using educational \r\ngames at the level of 71.72%. Promotions that are interactive and interesting design motif K ujang can be done through \r\nthis game by providing experience exploring the labyrinth path based design motif cleaver. The labyrinth education \r\ngame based on the Kujang motif design is able to perform well in the aspects of control (82 , 25 %), efficiency \r\n(70.75%) and effects (70.01%). This game still shows a moderate level of learning ability ( 63.95 %) . This research \r\nis still limited to making labyrinth paths based on the K ujang motif design and has not been equipped with information \r\nstrengthening the meaning of other cultural attributes contained in the K ujang motif design . Therefore, the \r\nopportunity to develop research towards strengthening information about the meaning of attributes integrated with the \r\nappropriate algorithm is very potential. \r\nKeywords:\r\nA* algorithm, Cultural attributes, Educational game, Kujang, Promotion media"^^ . "2021-02" . . "Universitas Pakuan"^^ . . . "Ilmu Komputer, Universitas Pakuan"^^ . . . . . . . . . . . . . . . . . "Eneng"^^ . "Tita Tosida"^^ . "Eneng Tita Tosida"^^ . . "Restu"^^ . "Wibowo"^^ . "Restu Wibowo"^^ . . "Sufiatul"^^ . "Maryana"^^ . "Sufiatul Maryana"^^ . . "Universitas Pakuan"^^ . . . "FMIPA"^^ . . . "Ilmu Komputer"^^ . . . . . . "HTML Summary of #4196 \n\nPromotion of the Motif Kujang Design by A* Algorithm \nApplication in the Labyrinth Education Game\n\n" . "text/html" . . . "Ilmu Komputer"@en . .