Aulianti, Natasya (2025) RANCANG BANGUN APLIKASI “PINTER SUNDA” MENGGUNAKAN ALGORITMA FISHER YATES SHUFFLE BERBASIS MOBILE (Studi Kasus: SMAN 1 Kadugede). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

SMAN 1 Kadugede merupakan salah satu Sekolah Menengah Atas di Kuningan, Jawa Barat, yang menerapkan Kurikulum Merdeka dan memiliki mata pelajaran muatan lokal wajib Bahasa Sunda. Proses pembelajarannya, masih menggunakan metode ceramah dan buku paket sebagai media utama. Namun, metode tersebut sering kali kurang menarik minat siswa dan menyebabkan pemahaman yang rendah terhadap aksara Sunda. Oleh karena itu, dibuatlah aplikasi mobile "Pinter Sunda" sebagai media pembelajaran alternatif untuk meningkatkan minat dan pemahaman siswa. Aplikasi ini mengimplementasikan algoritma Fisher Yates Shuffle untuk mengacak soal kuis guna mengurangi kemungkinan kecurangan. Proses perancangan aplikasi menggunakan Unified Modelling Language (UML) dengan Rational Rose dan dikembangkan menggunakan metode Extreme Programming. Berdasarkan pengujian User Acceptance Testing (UAT) dengan persentase sebesar 96%, menyatakan bahwa aplikasi ini dapat digunakan dengan baik sebagai media pembelajaran alternatif yang meningkatkan minat belajar siswa, serta algoritma Fisher Yates Shuffle berhasil diimplementasikan untuk mengacak soal kuis.
Kata Kunci : aksara Sunda, aplikasi Mobile, Extreme Programming, Algoritma Fisher Yates Shuffle

SMAN 1 Kadugede, a senior high school in Kuningan, West Java, implements the Merdeka Curriculum and offers Sundanese Language as a compulsory local content subject. Currently, the learning process relies on traditional lecture methods and textbooks as the primary media. However, these methods often fail to capture students’ interest, resulting in limited understanding of Sundanese script. To address the issue, a mobile application, “Pinter Sunda”, was developed as an alternative learning medium to enhance student engagement and comprehension. The application incorporates the Fisher-Yates Shuffle algorithm to randomize quiz question, reducing the likelihood of cheating and encouraging active participation. The application design process utilized Unified Modeling Language (UML) through Rational Rose and was developed using the Extreme Prograaming methodology. User Acceptance Testing (UAT) results indicated a 96% satisfaction rate, demonstrating the application’s effectiveness as an alternative learning tool. Additionally, the Fisher-Yates Shuffle algorithm was successfully implemented, ensuring randomized quiz questions. This application is expected to improve student interest and understanding of Sundanese script, providing an interactive and engaging approach to learning.
Keywords : Sundanese script, Mobile application, Extreme Programming, Fisher Yates Shuffle Algorithm

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Kata Kunci : aksara Sunda, aplikasi Mobile, Extreme Programming, Algoritma Fisher Yates Shuffle Keywords : Sundanese script, Mobile application, Extreme Programming, Fisher Yates Shuffle Algorithm
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Natasya Aulianti
Date Deposited: 02 Oct 2025 02:41
Last Modified: 02 Oct 2025 02:41
URI: https://rama.uniku.ac.id/id/eprint/3384

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