Jurnal TIKOMSIN (Teknologi Informasi dan Komunikasi Sinar Nusantara)
Vol 10, No 1 (2022): Jurnal TiKomSiN, Vol. 10, No. 1, April 2022

Implementasi Algoritma Fisher-Yates Shuffle Pada Game Edukasi Aksara Jawa Menggunakan Godot Engine

Paulus Harsadi (STMIK Sinar Nusantara)
Wawan Laksito Yuly Saptomo (STMIK Sinar Nusantara)
Candra Yanu Wardhana (STMIK Sinar Nusantara)



Article Info

Publish Date
19 May 2022

Abstract

Game is one of the implementations of the computer science field which has developed very rapidly. Game is also a form of educational application, meaning that it can be used as a learning media where the process can be carried out with the 'learning while playing' concept for children.The utilization and use of 'Aksara Jawa' educational game can support the learning process of the children when they want to learn while playing to recognize 'Aksara Jawa'. This 'Aksara Jawa' educational game is a game that is designed to improve children's ability to memorize and understand 'Aksara Jawa'. This game contain questions that need to be answered by players by arranging the scrambled 'Aksara Jawa' to form the correct words or sentences. The used algorithm is Shuffle Random which players can't memorize the position of 'Aksara Jawa' and make the game not boring, and also able to apply 'learning and playing' system and become a good learning method among the children. In this study, Shuffle Random Algorithm was used to randomize the 'Aksara Jawa' contained in every questions which were packaged in the form of a game. The making of this 'Aksara Jawa' educational game was using Godot engine software and GDscript programming language. The final result of this research is that this game can help to learn to memorize, so that it can train reasoning and memory power, and also can be used as a means of entertainment.

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Journal Info

Abbrev

TIKomSiN

Publisher

Subject

Computer Science & IT

Description

Jurnal Tikomsin merupakan terbitan berkala hasil penelitian dalam bidang ilmu komputer mencakup disiplin ilmu teknologi informasi meliputi Sistem Pendukung Keputusan, Kecerdasan buatan, Data mining, Jaringan Komputer etc. Majalah ini diterbitkan secara periodik dua kali dalam setahun yaitu bulan ...