Maulana, Rifky (2025) RANCANG BANGUN GAME EDUKASI MENYUSUN KOSAKATA DAN FRASA DALAM BAHASA INGGRIS BERBASIS ANDROID. S1 / D3 thesis, Universitas Kuningan.

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Abstract

Perkembangan game edukasi di platform digital masih tertinggal dibandingkan
genre lainnya, padahal berpotensi besar sebagai media pembelajaran alternatif.
Berdasarkan observasi di SDN 2 Pamulihan, siswa sekolah dasar masih mengalami kesulitan dalam menyusun huruf menjadi kata dan kata menjadi frasa dalam Bahasa Inggris, akibat media pembelajaran yang kurang interaktif. Penelitian ini bertujuan mengembangkan game edukasi berbasis Android menggunakan metode Game Development Life Cycle (GDLC) untuk membantu siswa belajar kosakata dan frasa secara menarik. Game ini menerapkan algoritma Fisher-Yates Shuffle untuk mengacak huruf dan kata, menciptakan tantangan yang bervariasi dan tidak repetitif. Aplikasi dikembangkan dengan Unity dan bahasa pemrograman C#. Evaluasi terhadap 47 siswa menunjukkan tingkat kelayakan aplikasi sebesar 86,06% berdasarkan kuisioner User Acceptance Test (UAT). Hasil pre-test dan post-test menunjukkan peningkatan pemahaman siswa: rata-rata soal kosakata naik 9,56, frasa naik 10,84, dan total meningkat dari 50,00 menjadi 70,40 atau sebesar 20,40. Hasil ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran alternatif untuk meningkatkan penguasaan Bahasa Inggris di tingkat sekolah dasar, serta menjadi acuan dalam pengembangan game edukasi berbasis algoritma pengacakan.

The development of educational games on digital platforms remains limited
compared to other game genres, despite their great potential as alternative learning media. Based on observations and interviews at SDN 2 Pamulihan, elementary students still struggle to arrange letters into words and words into English phrases. This difficulty is caused by the reliance on non-interactive textbooks that do not meet individual learning needs. This study aims to develop an Android-based educational game using the Game Development Life Cycle (GDLC) method to support vocabulary and phrase learning in an engaging and interactive way. The game implements the Fisher-Yates Shuffle algorithm to randomize letters and words, generating varied and non-repetitive challenges. The application was developed using Unity and the C# programming language. Evaluation involving 47 students through a User Acceptance Test (UAT) yielded a feasibility score of 86.06%. Pre-test and post-test results indicated improved understanding: vocabulary scores increased by 9.56, phrase scores by 10.84%, and total scores rose from 50.00 to 70.40, reflecting an overall gain of 20.40. These results indicate that the application is feasible as an alternative learning tool to enhance English language skills at the elementary level and serves as a reference for developing educational games with randomization algorithms.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Game Edukasi, Kosakata, Frasa, Bahasa Inggris, Sekolah Dasar, Android, Fisher-Yates Shuffle, Unity. Educational Game, Vocabulary, Phrases, English Language, Elementary School, Android, Fisher-Yates Shuffle, Unity.
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Rifky Maulana
Date Deposited: 12 Dec 2025 01:01
Last Modified: 12 Dec 2025 01:01
URI: https://rama.uniku.ac.id/id/eprint/4195

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