IMPLEMENTASI ALGORITMA FISHER YATES SUFFLE PADA APLIKASI EDUKASI SINAU JAWA UNTUK MEDIA PEMBELAJARAN KELAS 4 STUDI KASUS : SDN PLAOSAN 1 PLAOSAN, MAGETAN
Ghulam Asrofi Buntoro (2024) IMPLEMENTASI ALGORITMA FISHER YATES SUFFLE PADA APLIKASI EDUKASI SINAU JAWA UNTUK MEDIA PEMBELAJARAN KELAS 4 STUDI KASUS : SDN PLAOSAN 1 PLAOSAN, MAGETAN. P-ISSN 2614-0985 | E-ISSN 2614-0977.
|
Text (SURAT KEPUTUSAN UNGGAH KARYA)
SURAT KEPUTUSAN UNGGAH KARYA ILMIAH.pdf Download (341kB) |
|
|
Text (HALAMAN DEPAN)
Halaman Depan.pdf Download (1MB) |
|
|
Text (BAB 1)
BAB 1.pdf Download (305kB) |
|
|
Text (BAB 2)
BAB 2.pdf Restricted to Repository staff only Download (675kB) |
|
|
Text (BAB 3)
BAB 3.pdf Restricted to Repository staff only Download (1MB) |
|
|
Text (BAB 4)
BAB 4.pdf Restricted to Repository staff only Download (2MB) |
|
|
Text (BAB 5)
BAB 5.pdf Restricted to Repository staff only Download (238kB) |
|
|
Text (DAFTAR PUSTAKA)
Daftar Pustaka.pdf Download (249kB) |
|
|
Text (NASKAH PUBLIKASI ILMIAH)
2892-7728-1-SM.pdf Restricted to Repository staff only Download (2MB) |
|
|
Text (SKRIPSI FULL)
Skripsi.pdf Restricted to Repository staff only Download (6MB) |
Abstract
Essential for understanding and learning about various regions. Local content education is provided to develop knowledge based on the unique characteristics of each region. This study aims to increase interest in learning the Javanese language by designing an educational application called "Sinau Jawa" as a learning medium for 4th-grade students at SDN Plaosan. The application serves as an alternative learning tool, in addition to books, and follows the curriculum used in schools. The development of the application follows the SDLC (System Development Life Cycle) methodology with a Waterfall model, incorporating the Fisher-Yates Shuffle algorithm for randomizing quiz questions. The application was developed using Unity and the Fisher-Yates Shuffle algorithm, with blackbox testing conducted to ensure that the buttons function correctly and the randomization system operates without issues. The results of a questionnaire given to the 4th-grade students at SDN Plaosan 1 showed that out of 29 students, 16 (55%) strongly agreed, and 13 (45%) agreed that the Sinau Jawa application can be used as a learning medium. Additionally, the System Usability Scale (SUS) test yielded a satisfying result of 81.45%. The development of the educational application using the Fisher-Yates Shuffle algorithm and Unity was successful.
| Item Type: | Patent |
|---|---|
| Subjects: | L Education > LB Theory and practice of education > LB1501 Primary Education T Technology > T Technology (General) T Technology > T Technology (General) > T201 Patents. Trademarks |
| Divisions: | Faculty of Engineering > Department of Informatic Engineering |
| Depositing User: | ft . userft |
| Date Deposited: | 09 Sep 2024 02:03 |
| Last Modified: | 03 Nov 2025 07:01 |
| URI: | https://eprints.umpo.ac.id/id/eprint/15068 |
Actions (login required)
![]() |
View Item |
