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Development of a Web-based Geographic Information System for Locating Medical Practices Aman, Andryanto; Wisda, Wisda; Syamsu, Suryadi; Nasir, Khaidir Rahman; Maslihatin, Tatik; Iqlimah, Magfirah Nur
Ceddi Journal of Information System and Technology (JST) Vol. 2 No. 1 (2023): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v2i1.32

Abstract

This research aims to develop a Decision Support System (DSS) that can assist in selecting the best bus for tourism purposes in Toraja. The objective of this research is to facilitate the decision-making process for prospective tourists who want to use buses as their means of transportation during their visit to Toraja. The method employed in this research is the Weighted Product (WP) method. This method was chosen due to its ability to handle multiple criteria, enabling selection based on various relevant factors such as price, service quality, bus capacity, operational schedule, and level of comfort. Furthermore, the collected data will be input into the developed DSS using the WP method. The DSS will calculate relative scores for each bus based on the predetermined criteria weights. The results of this research are expected to provide objective and accurate recommendations for selecting the best bus. These recommendations can serve as a guide for prospective tourists in choosing a bus that suits their needs and preferences. Additionally, this research can also provide valuable insights for bus operators in improving service quality and customer satisfaction.
Implementation of Fisher-Yates Shuffle Algorithm in Mobile-Based Vocabulary Learning Game for Children with Disabilities nasir, khaidir rahman; Tamra, Tamra; H, Muhammad Rizal; Wanita, First; Mursalim, Mursalim
Journal of System and Computer Engineering Vol 7 No 2 (2026): JSCE: April 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i2.2479

Abstract

Children with disabilities face significant challenges in vocabulary acquisition, necessitating the development of specialized educational technologies that accommodate their unique learning characteristics. This study aims to implement the Fisher-Yates shuffle algorithm in a mobile-based vocabulary learning game specifically designed for children with disabilities, ensuring unbiased randomization of educational content to promote authentic vocabulary comprehension. This research employed the Multimedia Development Life Cycle methodology, encompassing concept definition, design, material collection, assembly, testing, and distribution phases. The Fisher-Yates shuffle algorithm was implemented following the modern Durstenfeld variant, operating through backward iteration, generating random indices, and performing in-place element swapping. Algorithm validation was conducted through simulation calculations and chi-square goodness-of-fit statistical testing across ten thousand randomization trials. The application "Tebak Kosakata" successfully integrates the randomization algorithm with an accessible user interface, featuring multimodal content presentation, immediate positive feedback mechanisms, and cumulative scoring systems. Simulation calculations confirmed that each vocabulary item maintains an equal probability for occupying any position in the final sequence. Statistical validation yielded a chi-square value of 8.47 with nine degrees of freedom and a probability value of 0.487, confirming uniformly distributed randomization without detectable bias. The algorithm achieves optimal computational efficiency with linear time complexity and constant auxiliary space complexity. The randomization of question sequences and answer option positions effectively prevents pattern-based response strategies, encouraging authentic vocabulary learning rather than positional memorization. This study establishes that the Fisher-Yates shuffle algorithm constitutes an effective mechanism for implementing unbiased randomization in educational games for children with disabilities, bridging computational algorithm theory with special education pedagogy while providing a replicable methodological framework for future development.