Herawati, Vina Alvina (2025) RANCANG BANGUN APLIKASI MARI BERHITUNG MENGGUNAKAN ALGORITMA LINEAR CONGRUENTIAL GENERATOR (LCG) PADA QUIZ BERBASIS MOBILE. S1 / D3 thesis, UNIVERSITAS KUNINGAN.

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Official URL: https://rama.uniku.ac.id

Abstract

Matematika merupakan mata pelajaran dasar yang penting untuk dikenalkan sejak dini, khususnya kepada siswa kelas 1 sekolah dasar. Penelitian ini mengembangkan aplikasi pembelajaran matematika berbasis mobile bernama Mari Berhitung sebagai media pembelajaran tambahan yang interaktif. Aplikasi dirancang untuk membantu siswa memahami materi penjumlahan dan pengurangan secara menarik melalui metode drag and drop, audio interaktif, serta visualisasi menarik. Pengembangan aplikasi dilakukan menggunakan Android Studio dengan bahasa pemrograman Kotlin dan Java, serta menerapkan algoritma Linear Congruential Generator (LCG) untuk mengacak 10 soal dari 100 bank soal. Proses pengembangan mengikuti metode Extreme Programming (XP) yang mencakup tahapan perencanaan, perancangan, pengkodean, dan pengujian. Pengujian dilakukan dengan metode black-box, white-box, serta User Acceptance Test (UAT). Hasil UAT menunjukkan bahwa aplikasi Mari Berhitung diterima dengan baik oleh pengguna, dengan tingkat kelayakan oleh guru sebesar 89,28% dan siswa sebesar 89,91%. Aplikasi ini dinilai layak digunakan sebagai media pembelajaran tambahan yang efektif dan menarik untuk meningkatkan pemahaman siswa terhadap operasi dasar matematika.
Mathematics is a fundamental subject that should be introduced from an early age, especially to first-grade elementary school students. This study developed a mobile- based learning application called Mari Berhitung as an interactive supplementary learning tool. The application is designed to help students understand addition and subtraction concepts in an engaging way through drag-and-drop interaction, interactive audio, and appealing visuals. It was developed using Android Studio with Kotlin and Java programming languages, and it implements the Linear Congruential Generator (LCG) algorithm to randomize 10 questions from a bank of 100 items. The development process followed the Extreme Programming (XP) methodology, consisting of planning, design, coding, and testing phases. The system was tested using black-box, white-box, and User Acceptance Test (UAT) methods. UAT results showed positive reception, with a feasibility score of 89.28% from teachers and 89.91% from students. The application is considered suitable as an additional learning medium that effectively enhances students' understanding of basic mathematical operations in a fun and interactive manner.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Aplikasi Mobile, LCG, Penjumlahan, Pengurangan, Pembelajaran Interaktif. Mobile Application, LCG, Addition, Subtraction, Interactive Learning.
Subjects: T Technology > TK Electrical engineering. Electronics Nuclear engineering
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Vina Alvina Herawati
Date Deposited: 07 Jul 2025 05:35
Last Modified: 07 Jul 2025 05:35
URI: https://rama.uniku.ac.id/id/eprint/2875

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