Basyiruddin, Alfi (2026) RANCANG BANGUN APLIKASI PEMBELAJARAN ILMU PENGETAHUAN ALAM DAN SOSIAL MENGGUNAKAN ALGORITMA FISHER YATES SHUFFLE BERBASIS MOBILE (STUDI KASUS SD NEGERI 1 ANCARAN KELAS 6). S1 / D3 thesis, Universitas Kuningan.

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

Abstract

Pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di sekolah dasar bertujuan mengembangkan kemampuan berpikir ilmiah dan sosial peserta didik. Namun, penerapan Kurikulum Merdeka di SD Negeri 1 Ancaran masih menghadapi kendala dalam penyampaian materi dan evaluasi belajar yang interaktif. Penelitian ini bertujuan merancang aplikasi pembelajaran IPAS berbasis mobile yang interaktif dengan penerapan algoritma Fisher–Yates Shuffle pada fitur kuis untuk mengacak soal secara merata dan tidak bias. Metode penelitian menggunakan model prototyping dengan tahapan communication, quick plan, modeling, construction of prototype, dan deployment feedback. Aplikasi dikembangkan menggunakan Unity, MySQL, dan Canva. Pengujian dengan metode black box, white box, dan User Acceptance Testing menunjukkan aplikasi berjalan sesuai kebutuhan fungsional, mampu mengacak soal secara efisien, serta meningkatkan motivasi belajar siswa. Aplikasi ini dapat menjadi media pembelajaran digital yang efektif mendukung implementasi Kurikulum Merdeka.

Natural and Social Sciences (IPAS) learning in elementary schools aims to develop students’ scientific and social thinking skills. However, the implementation of the Merdeka Curriculum at SD Negeri 1 Ancaran still faces challenges in delivering materials and conducting interactive learning evaluations. This study aims to design an interactive mobile-based IPAS learning application that applies the Fisher–Yates Shuffle algorithm in the quiz feature to randomize questions evenly and without bias. The research method uses a prototyping model consisting of communication, quick plan, modeling, construction of prototype, and deployment feedback stages. The application was developed using Unity, MySQL, and Canva. Testing using black box, white box, and User Acceptance Testing methods shows that the application functions properly, randomizes questions efficiently, and increases students’ learning motivation. Thus, this application can serve as an effective and innovative digital learning medium to support the implementation of the Merdeka Curriculum.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Aplikasi Pembelajaran, Kurikulum Merdeka, Learning Application, IPAS, Fisher–Yates Shuffle, Mobile Learning, Merdeka Curriculum.
Subjects: Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Alfi Basyiruddin
Date Deposited: 14 Jul 2026 02:12
Last Modified: 14 Jul 2026 02:12
URI: https://rama.uniku.ac.id/id/eprint/5631

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