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
DOI:
https://doi.org/10.21070/ups.11945Keywords:
Educational Game, Fisher-Yates Shuffle, Android, Mathematics, User Acceptance TestingAbstract
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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