Chairunnisa Lamasitudju
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Implementasi Fisher-Yates Shuffle dan Fuzzy Tsukamoto dalam Game Edukasi Nusantara Karim, Khairul Insan; Chairunnisa Lamasitudju; Ryfial Azhar; Fizar Syafaat; Anisa Yulandari
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9248

Abstract

This research introduces "PINUS: Petualangan Ilmu Nusantara," an educational game designed to improve players' knowledge and interest in Indonesian culture, flora, fauna, and national figures. The game incorporates the Fisher-Yates Shuffle algorithm to randomize questions and answers, ensuring variety, and the Fuzzy Tsukamoto algorithm to calculate scores based on player performance for fair and competitive assessment. Quantitative methods were employed, with data collected through interviews, literature reviews, and system testing via alpha testing (black- box) and beta testing (user acceptance testing or UAT). The One Group Pretest- Posttest Design method was also applied. The findings show that the Fisher-Yates Shuffle enhances challenge and engagement, while the Fuzzy Tsukamoto algorithm ensures balanced scoring, fostering motivation. UAT results indicate strong functional acceptance, with an average score of 84.9% ("Strongly Agree"). The pre- test and post-test analysis revealed a score improvement average of 0.307, categorized as moderate. These findings affirm PINUS effectiveness in enhancing learning comprehension by offering interactive features, educational content, and dynamic question variations. The game provides an engaging, accessible, and technology-driven learning medium, making it a valuable tool for supporting educational initiatives.
MEMBANGUN APLIKASI ARITMATIKA SEDERHANA UNTUK ANAK SD BERBASIS AUGMENTED REALITY (AR) Yuri Yudhaswana Joefrie; Chairunnisa Lamasitudju
Aksioma Vol. 6 No. 2 (2017)
Publisher : Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/aksioma.v6i2.148

Abstract

Abstrak: Melakukan permainan satu sama lain, berinteraksi dengan media pembelajaran, baik itu media display atau pun media realia yang sangat menyenangkan. Di sepanjang jendela dalam kelas atau pun di sudut-sudut kelas, terpasang aneka poster, foto para pahlawan, dan model 3 dimensi yang berbentuk hewan atau pun tumbuhan, ataupun poster yang berisi aritmatika sederhana. Seiring dengan perkembangan zaman, ada beberapa kekurangan dalam media pembelajaran yang dianut secara turun temurun ini. Salah satunya adalah bahwa media pembelajaran itu dapat patah disalah satu bagiannya, atau pun tampak kusam karena jarang dirawat. Hal lain yang mendasari peniliti untuk melakukan riset untuk membangun aplikasi ini adalah adanya pandangan anak didik bahwa mempelajari mata pelajaran matematika itu cukup rumit dikarenakan kesulitan dalam memahami konsep dasarnya. Kemungkinan lain yang dihadapi adalah kurang improvisasinya para guru dalam menyajikan algoritma sederhana atas proses aritmatika sehingga daya nalar dan daya pikir anak didik menjadi berat. Produk yang dibangun dapat menampilkan proses aritmatika sederhana yang cukup interaktif dengan cara yang unik dan menyenangkan. Dimana aplikasi ini dirancang berbasis Augmented Reality yang memberikan tampilan seolah-olah angka tersebut nyata, sebagaimana sering dikenal dengan model 3 dimensi. Siswa tersebut hanya mendekatkan barkode yang telah disediakan didalamnya telah dilengkapi dengan angka-angka dan operator tambah, bagi, kali, kurang dan lain sebagainya. Abstract: Playing games with each other, interacting with instructional media, be it display media or real media fun. Along the window in the classroom or in the corners of the class, there are various posters, photographs of heroes, and 3-dimensional models in the form of animals or plants, or posters containing simple arithmetic. Along with the development of the times, there are some shortcomings in the learning media adopted from generation to generation. One of them is that the learning media can be broken in one part, or looks dull because it is rarely treated. Another thing that underlies the researcher to do research to build this application is the view of students that learning mathematics course is quite complicated due to difficulties in understanding the basic concept. Another possibility faced is the lack of improvisation of teachers in presenting a simple algorithm on the process of arithmetic so that the power of reasoning and thinking power of the students become heavy. Built-in products can feature simple interactive arithmetic processes in a unique and fun way. Where this application is designed based Augmented Reality that gives the appearance as if the number is real, as is often known as 3 dimensional model. Students are just closer barcode that has been provided in it has been equipped with numbers and operators such as, added, mines, multiple, and so forth.