IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME “SEJAK DINI” BERBASIS ANDROID

Triadita, Rifana (2025) IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME “SEJAK DINI” BERBASIS ANDROID. Diploma thesis, Politeknik Negeri Media Kreatif.

[thumbnail of IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA  GAME “SEJAK DINI” BERBASIS ANDROID] Text (IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME “SEJAK DINI” BERBASIS ANDROID)
IMPLEMENTASI ALGORITMA FISHER-YATES SHUFFLE PADA GAME SEJAK DINI BERBASIS ANDROID.pdf - Accepted Version
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (708kB)

Abstract

ABSTRAK
The game “Sejak Dini” was developed as an interactive Android-based learning
medium aimed at instilling a sense of responsibility in elementary school children.
This game features various mini-games themed around daily activities such as
sweeping and tidying up the room, with a child-friendly visual and interactive
approach. To avoid monotonous gameplay, the Fisher-Yates Shuffle algorithm is
implemented to randomize object positions. The development process follows the
Game Development Life Cycle (GDLC), which includes the stages of initiation, pre
production, production, and testing. Key features of the game include a drag-and
drop system, gesture input, audio manager, and a win condition system. Testing
was conducted through a beta test involving 10 students from TPA Masjid Nurul
Huda. The results show that the Fisher-Yates Shuffle algorithm effectively
introduces gameplay variation and prevents monotony. The technical aspect
achieved a success rate of 71.2%, while the visual and game design aspects
received scores of 80% each. Based on these findings, “Sejak Dini” is deemed
technically and educationally feasible, and it holds strong potential for further
development as an engaging and interactive digital learning medium for children.
Keywords: Educational Game, Android, GDLC, Responsibility, Fisher-Yates
Shuffle
Game “Sejak Dini” dikembangkan sebagai media pembelajaran interaktif berbasis
Android untuk menanamkan nilai tanggung jawab pada anak sekolah dasar. Game
ini menyajikan berbagai minigame bertema aktivitas harian seperti menyapu dan
merapikan kamar, dengan pendekatan visual dan interaktif yang ramah anak. Untuk
menghindari gameplay yang monoton, algoritma Fisher-Yates Shuffle digunakan
dalam pengacakan posisi objek. Pengembangan game mengikuti metode Game
Development Life Cycle (GDLC), meliputi tahapan inisiasi, pra-produksi, produksi,
dan pengujian. Fitur utama meliputi sistem drag-and-drop, gesture input, audio
manager, serta sistem win condition. Pengujian dilakukan melalui beta test
terhadap 10 siswa TPA Masjid Nurul Huda. Hasil pengujian menunjukkan bahwa
algoritma Fisher-Yates Shuffle mampu menciptakan variasi permainan yang baik
dan tidak monoton. Aspek teknis memperoleh persentase keberhasilan sebesar
71,2%, sedangkan aspek visual dan desain permainan masing-masing mendapat
nilai 80%. Berdasarkan hasil tersebut, game “Sejak Dini” dinyatakan layak secara
teknis maupun edukatif, serta memiliki potensi untuk dikembangkan lebih lanjut
sebagai media pembelajaran digital yang menyenangkan dan interaktif bagi anak
anak.
Kata Kunci: Game Edukasi, Android, GDLC, Tanggung Jawab, Fisher-Yates
Shuffle

Item Type: Thesis (Diploma)
Additional Information: 1. Muh.Sakir S.Pd., M.T., Sebagai Dosen Pembimbing I; 2. Refi Yuliana, S.Sos., M.Si., Sebagai Dosen Pembimbing II;
Uncontrolled Keywords: Keywords: Educational Game, Android, GDLC, Responsibility, Fisher-Yates Shuffle Kata Kunci: Game Edukasi, Android, GDLC, Tanggung Jawab, Fisher-Yates Shuffle
Subjects: 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 000 Ilmu komputer, informasi dan pekerjaan umum
Divisions: Jurusan Desain > Program Studi Teknologi Permainan
Depositing User: Rifana Triadita
Date Deposited: 14 Aug 2025 07:21
Last Modified: 14 Aug 2025 07:21
URI: https://repository.polimedia.ac.id/id/eprint/2644

Actions (login required)

View Item
View Item