Pembangunan Game Edukasi Numerasi Berbasis Android Menggunakan Algoritma Fisher-Yates Shuffle

Fahmi Abdullah, Renzi Thalia, Aisya Khotimatul Aula

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Abstrak: Kemampuan numerasi menjadi salah satu kompetensi dasar yang dibutuhkan siswa dalam menghadapi kehidupan sehari-hari. Namun, berdasarkan Programme for International Student Assessment (PISA) 2022, kemampuan numerasi siswa di Indonesia masih rendah. Kondisi serupa terjadi di SDN Toblong 2, di mana pembelajaran masih menggunakan metode konvensional dengan soal yang monoton sehingga menurunkan motivasi belajar siswa. Penelitian ini bertujuan menghadirkan solusi berbasis teknologi berupa media pembelajaran ke dalam game edukasi berbasis Android menggunakan algoritma Fisher-Yates Shuffle untuk menghasilkan variasi soal secara acak sekaligus meningkatkan keterlibatan siswa melalui gamifikasi. Metode yang digunakan adalah Game Development Life Cycle (GDLC) dengan materi bilangan, aljabar, geometri, dan pengukuran untuk siswa kelas 5. Pengujian dilakukan melalui kuesioner dan wawancara. Hasil menunjukkan aplikasi efektif membantu pemahaman siswa dengan tingkat persetujuan 89,06%, meningkatkan tantangan belajar sebesar 87,33%, serta meningkatkan motivasi siswa sebesar 90,00%. Berdasarkan hasil tersebut bahwa game edukasi menggunakan algoritma shuffle menjadi media pembelajaran alternatif yang lebih efektif, tidak mudah bosan, dan memotivasi siswa.

Kata kunci: Game Edukasi, Numerasi, Android, Algoritma Fisher Yates Shuffle, Gamifikasi.

Abstract: Numeracy skills are one of the core competencies students need to navigate daily life. However, according to the Programme for International Student Assessment (PISA) 2022, students’ numeracy skills in Indonesia remain low. A similar situation exists at SDN Toblong 2, where instruction still relies on conventional methods with monotonous problems, thereby reducing students’ motivation to learn. This study aims to provide a technology-based solution in the form of educational content integrated into an Android-based educational game using the Fisher-Yates Shuffle algorithm to generate random variations of questions while enhancing student engagement through gamification. The method used is the Game Development Life Cycle (GDLC) with content covering numbers, algebra, geometry, and measurement for 5th-grade students. Testing was conducted via questionnaires and interviews. The results show that the application effectively aids student understanding with an approval rate of 89.06%, increases the challenge of learning by 87.33%, and boosts student motivation by 90.00%. Based on these results, educational games using the shuffle algorithm serve as a more effective alternative learning medium that is less likely to cause boredom and motivates students.

Keywords: Educational Games, Numeracy, Android, Fisher-Yates Shuffle Algorithm, Gamification


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Diterbitkan: 2026-07-01


DOI: https://doi.org/10.47324/ilkominfo.v9i2.475

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This work is licensed under a Creative Commons Attribution 4.0 International License

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