Abubakar, Ikhwan (2025) RANCANG BANGUN GAME ULAR TANGGA PEMBELAJARAN MATEMATIKA DASAR MENGGUNAKAN ALGORITMA FISHER YATES SHUFFLE UNTUK MENGACAK SOAL (STUDI KASUS : SDN 2 CITENJO). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Pembelajaran matematika di sekolah sering menghadapi kendala, terutama dalam penggunaan media seperti buku dan papan tulis yang cenderung monoton. Hal ini menyebabkan siswa kesulitan memahami materi dan kehilangan fokus selama proses pembelajaran. Selain itu, pemberian soal yang seragam berpotensi meningkatkan kecurangan di antara siswa. Untuk mengatasi masalah ini, diperlukan solusi inovatif berupa media pembelajaran yang interaktif dan dinamis. Salah satu alternatifnya adalah dengan mengimplementasikan Algoritma Fisher Yates Shuffle untuk mengacak soal, sehingga tidak monoton dan meminimalkan kecurangan. Penelitian ini bertujuan untuk merancang dan membangun game edukasi "Ular Tangga Matematika" sebagai media alternatif pembelajaran yang menarik dan interaktif. Metode pengembangan sistem yang digunakan adalah Game Development Life Cycle (GDLC), sementara metode pengumpulan data meliputi observasi, wawancara, dan studi pustaka.Hasil pengujian kepada peserta didik di SDN 2 Citenjo menunjukkan bahwa game "Ular Tangga Matematika" diterima dengan baik melalui User Acceptance Test dengan nilai persentase penerimaan sebesar 86,6%. Hal ini membuktikan bahwa aplikasi ini dapat menjadi media alternatif yang efektif dalam pembelajaran matematika dasar.Selain itu, implementasi Algoritma Fisher Yates Shuffle untuk pengacakan soal terbukti berhasil. Soal dalam game ini muncul secara acak setiap kali pemain memasuki menu bermain, dan posisi soal di setiap kotak tidak berulang. Dengan Algoritma Fisher Yates Shuffle, pengacakan soal dapat dilakukan secara optimal, sehingga pembelajaran menjadi lebih dinamis dan menarik.
Kata Kunci: game edukasi, ular tangga, pembelajaran matematika, Fisher Yates Shuffle, Game Development Life Cycle

Mathematics learning in schools often faces challenges, particularly with the use of traditional media such as books and blackboards, which tend to be monotonous. This condition makes difficult for students to understand the material and maintain focus during the learning process. Additionally, uniform questions given to students increase the risk of cheating. To address these issues, an innovative solution is needed in the form of interactive and dynamic learning media. One alternative media is implementing the Fisher-Yates Shuffle Algorithm to randomize questions, making them less monotonous and minimizing cheating.This study aims to design and to develop an educational game titled "Mathematics Snakes and Ladders" as an engaging and interactive alternative learning medium. The system development method used in this study is the Game Development Life Cycle (GDLC), while the data collection methods uses observation, interviews, and literature review.Testing results on students at SDN 2 Citenjo show that the "Mathematics Snakes and Ladders" game is well-received, achieving an acceptance rate of 86.6%. This indicates that the application can serve as an effective alternative medium for basic mathematics learning.Moreover, the implementation of the Fisher-Yates Shuffle Algorithm for randomizing questions has proven successful. Questions in the game appear randomly each time players enter the play menu, and the position of questions in each box does not repeat. With the Fisher-Yates Shuffle Algorithm, question randomization can be performed optimally, making the learning process more dynamic and engaging.
Keywords: educational game, snakes and ladders, mathematics learning, Fisher-Yates Shuffle, Game Development Life Cycle.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: game edukasi, ular tangga, pembelajaran matematika, Fisher Yates Shuffle, Game Development Life Cycle. educational game, snakes and ladders, mathematics learning, Fisher-Yates Shuffle, Game Development Life Cycle.
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Ikhwan Abubakar
Date Deposited: 10 Oct 2025 03:22
Last Modified: 10 Oct 2025 03:22
URI: https://rama.uniku.ac.id/id/eprint/3459

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