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Implementation of the Fisher-Yates Shuffle Algorithm in the Android-‎Based Educational Game “Tebakmatik” ‎

Implementasi Algoritma Fisher-Yates Shuffle pada Game Edukasi ‎‎“Tebakmatik” Berbasis Android

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DOI:

https://doi.org/10.21070/ups.11945

Keywords:

Educational Game, Fisher-Yates Shuffle, Android, Mathematics, User Acceptance Testing

Abstract

The numeracy skills of primary school-aged children still need to be improved, so learning media ‎appropriate to their stage of cognitive development are needed. This study develops an Android-based ‎educational game called ‎“Tebakmatik” as a mathematics learning medium to help Grade 1 and Grade 2 ‎elementary school students understand addition and subtraction by implementing the Fisher-Yates Shuffle ‎algorithm in question randomization. The application development model uses the Multimedia Development ‎Life Cycle (MDLC), consisting of the concept, design, material collecting, assembly, testing, and distribution ‎stages. Black Box Testing results showed that all application functions operated according to system ‎requirements, while User Acceptance Testing (UAT) obtained a feasibility percentage of 77.92% from student ‎assessments and 90.83% from teacher assessments, both of which fall into the “Very Feasible” category.

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Posted

2026-08-13