Skripsi
IMPLEMENTASI ALGORITMA FISHER-YATES UNTUK PENGACAKAN JAWABAN PADA PERMAINAN "SAMBUNG AYAT AL-QUR'AN"
There are many ways to memorize the Quran, and one of them is by utilizing technology. Educational games are a technology that combines knowledge and fun. Games themselves are engaging because they can generate different possibilities, one of which is by introducing randomness into the game. Educational games can be used as a means to memorize the Quran, such as creating a game called "Sambung Ayat Al-Qur’an". This game is designed as a quiz, allowing for shuffling of the provided answers using the Fisher-Yates pseudo-random algorithm. The application is developed on the Android platform. The game is intended to be played by children between the ages of 8-12 who are in the process of memorizing the Quran. The shuffling using the Fisher-Yates algorithm produces different answers, adding to the enjoyment of the players After playing, the players fill out a Game Experience Questionnaire (GEQ) to assess their experience. For the positive aspects, such as competence, sensory and imaginative immersion, flow, positive affect, and positive experience, For the positive aspects, such as competence, sensory and imaginative immersion, flow, positive affect, and positive experience, they obtained an average score of 4.48, which is equivalent to 89%. Meanwhile, for the negative aspects, such as tension, negative affect, negative experience, and tiredness, they received an average score of 1.77, which is equivalent to 35.4%. As for the challenge aspect, players felt that the game was quite interesting with an average score of 2.25, which is equivalent to 45%.
Inventory Code | Barcode | Call Number | Location | Status |
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2307004207 | T124635 | T1246352023 | Central Library (REFERENS) | Available but not for loan - Not for Loan |
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