Labiba, Citra Sofi (2025) RANCANG BANGUN GAME EDUKASI PENGENALAN HURUF ALFABET MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) BERBASIS MOBILE (STUDI KASUS : TK BUDHI MEKAR PATALAGAN). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Anak usia dini membutuhkan pembelajaran menyenangkan dan interaktif, terutama dalam pengenalan huruf alfabet. Masa usia dini disebut masa emas (golden age), di mana anak mengalami perkembangan pesat dalam aspek kognitif, bahasa, dan motorik. Namun, berdasarkan hasil wawancara dengan kepala sekolah dan wali kelas, banyak anak mengalami kesulitan mengenal huruf alfabet dengan baik dikarenakan metode pembelajaran huruf alfabet di TK Budhi Mekar Patalagan masih menggunakan metode konvensional seperti papan tulis dan buku. Selain itu, APE yang tersedia sering rusak dan hilang. Salah satu contohnya adalah APE pohon baca, yang memiliki keterbatasan pada variasi kata hanya empat huruf, proses penyusunan soal dan pengacakan huruf yang masih dilakukan secara manual, serta huruf-huruf yang sering hilang. Penelitian ini bertujuan merancang game edukasi pengenalan huruf alfabet sebagai APE, serta mengimplementasikan algoritma Linear Congruent Method (LCM) untuk mengacak soal gambar dan urutan huruf. Game ini menggunakan metode Game Development Life Cycle (GDLC). Dengan menerapkan Algoritma (LCM) diimplementasikan untuk mengacak soal gambar dan urutan huruf secara acak, terbukti efektif dalam menyajikan variasi soal gambar dan urutan huruf secara acak, sehingga mencegah siswa menghafal pola yang sama. Hasil pengujian menunjukkan semua fitur berfungsi sesuai harapan, dengan tingkat kelayakan UAT 96,19% dari guru dan 90,78% dari siswa, dinyatakan game ini sangat layak sebagai APE. Hasil penelitian menunjukkan game edukasi ini dapat digunakan sebagai APE, serta dapat membantu anak-anak di TK Budhi Mekar Patalagan yang mengalami kesulitan dalam mengenal huruf alfabet dengan baik.
Kata Kunci: Game Edukasi, Huruf Alfabet, Algoritma Linear Congruent Method, GDLC, APE

Young children need fun and interactive learning, especially when it comes to learning the alphabet. The early childhood period is referred to as the golden age, during which children experience rapid development in cognitive, language, and motor skills. However, based on interviews with school principals and class teachers, many children struggle to recognize the alphabet properly because the alphabet learning methods at Budhi Mekar Patalagan Kindergarten still rely on conventional methods such as blackboards and books. Additionally, the available APEs are often damaged and lost. One example is the reading tree APE, which has limitations in terms of word variation (only four letters), manual question creation and letter shuffling processes, and frequently missing letters. This study aims to design an alphabet recognition educational game as an APE and implement the Linear Congruent Method (LCM) algorithm to randomize image questions and letter sequences. This game uses the Game Development Life Cycle (GDLC) method. By applying the LCM algorithm to randomly shuffle image questions and letter sequences, it has proven effective in presenting random variations of image questions and letter sequences, thereby preventing students from memorizing the same patterns. Testing results show that all features function as expected, with a UAT usability rate of 96.19% from teachers and 90.78% from students, indicating that the game is highly suitable as an APE.
Keywords: Educational Game, Alphabet Letters, Linear Congruent Method Algorithm, GDLC, APE

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Game Edukasi, Huruf Alfabet, Algoritma Linear Congruent Method, GDLC, APE. Educational Game, Alphabet Letters, Linear Congruent Method Algorithm, GDLC, APE
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 Citra Sofi Labiba
Date Deposited: 22 Oct 2025 06:38
Last Modified: 22 Oct 2025 06:38
URI: https://rama.uniku.ac.id/id/eprint/3563

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