Hapidudin, Didin (2025) RANCANG BANGUN APLIKASI PEMBELAJARAN BAHASA INDONESIA MATERI FIKSI DAN NON FIKSI MENGGUNAKAN ALGORITMA FISHER YATE SHUFFLE BERBASIS MOBILE (STUDI KASUS : SDN JAMBERAMA). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran Bahasa Indonesia berbasis mobile yang memuat materi teks fiksi dan nonfiksi serta menerapkan algoritma Fisher-Yates Shuffle sebagai metode pengacakan soal. Permasalahan utama dalam penelitian ini adalah Bahan ajar hanya menggunakan buku AKM. Akan tetapi, materi yang disajikan dalam buku tersebut sangat terbatas dan kurang lengkap. Sehingga, siswa mengalami kesulitan dalam memahami materi fiksi dan non fiksi pada mata Pelajaran Bahasa indonesia. Soal-soal latihan yang terdapat dalam buku AKM sama, sehingga kurang dapat meningkatkan kemampuan kognitif siswa. Belum adanya media pembelajaran secara mandiri, sehingga siswa kurang memahami materi selain itu, belum Adanya aplikasi untuk melakukan evaluasi dan menampil nilai secara otomatis. Metode yang digunakan meliputi wawancara, studi pustaka, serta pendekatan pengembangan sistem menggunakan model Extreme Programming (XP). Algoritma diterapkan untuk pengacakan soal.Berdasarkan Hasil pengujian User Acceptance Testing (UAT) memperoleh persentase kelayakan keseluruhan sebesar 96,24%, yang tergolong dalam kategori sangat baik. Hal ini mengindikasikan bahwa aplikasi telah mampu memenuhi kebutuhan pengguna dengan sangat baik dan dapat dijadikan sebagai media pembelajaran tambahan yang efektif dalam mendukung proses belajar mengajar di luar kelas.

This study aims to develop a mobile-based Indonesian language learning application that includes materials on fictional and non-fictional texts and implements the Fisher-Yates Shuffle algorithm as a method for randomizing questions. The main problem addressed in this research is the reliance on the AKM book as the sole teaching material. However, the content presented in the book is very limited and incomplete, causing students to experience difficulties in understanding fictional and non-fictional texts in Indonesian language subjects. The practice questions in the AKM book are identical, which limits their effectiveness in enhancing students’ cognitive abilities. There is also a lack of self-directed learning media, resulting in students struggling to grasp the material. In addition, there is no existing application to conduct evaluations and display scores automatically. The methods used in this study include interviews, literature review, and a system development approach based on the Extreme Programming (XP) model. The algorithm was applied to randomize the quiz questions. Based on the results of the User Acceptance Testing (UAT), the application achieved an overall feasibility percentage of 96,24%, which falls into the “excellent” category. This indicates that the application has successfully met user needs and can serve as an effective supplementary learning medium to support the teaching and learning process outside the classroom.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Kata Kunci : aplikasi pembelajaran, fisher yate suffle, fiksi dan nonfiksi, mobile Keyword : learning application, fiksi and nofiksi, fisher yates shuffle, mobil
Subjects: H Social Sciences > H Social Sciences (General)
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S. Kom didin hapidudin
Date Deposited: 24 Nov 2025 07:17
Last Modified: 24 Nov 2025 07:17
URI: https://rama.uniku.ac.id/id/eprint/3969

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