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Sosialisasi dan Pemanfaatan Aplikasi Game Edukasi Berbasis Mobile Pada SD Negeri 82 Barru Rizal H, Muhammad; Sahrul, Sahrul; Mursalim, Mursalim; Tamra, Tamra; Askar, Muhammad Ichfan
Ilmu Komputer untuk Masyarakat Vol 5, No 2 (2024)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkomas.v5i2.2480

Abstract

Perkembangan teknologi digital telah membawa perubahan signifikan dalam dunia pendidikan, termasuk penggunaan game edukasi berbasis mobile yang terbukti sebagai alat pembelajaran interaktif dan efektif. Di SD Negeri 82 Barru, pembelajaran Ilmu Pengetahuan Alam (IPA), khususnya tentang tata surya, masih dilakukan secara konvensional, menyebabkan kesulitan bagi guru dalam menyajikan materi yang menarik dan bagi siswa dalam memahami konsep abstrak. Kegiatan ini bertujuan untuk memperkenalkan dan mengimplementasikan aplikasi game edukasi berbasis mobile yang dirancang untuk mendukung pembelajaran IPA di kelas VI SD Negeri 82 Barru. Metode yang digunakan meliputi pelatihan, simulasi, dan evaluasi menggunakan System Usability Scale (SUS). Peserta terdiri dari 16 siswa kelas VI dan 1 guru IPA. Hasil menunjukkan bahwa aplikasi berhasil dirancang dan memperoleh skor SUS rata-rata sebesar 78, yang termasuk dalam kategori "Baik". Penggunaan aplikasi ini secara signifikan meningkatkan pemahaman siswa terhadap materi tata surya, dibuktikan dengan hasil kuis dengan tingkat keberhasilan rata-rata lebih dari 80%. Aplikasi game edukasi berbasis mobile ini efektif dan layak digunakan dalam pembelajaran IPA di kelas VI SD, serta mampu meningkatkan minat dan pemahaman siswa terhadap materi.
Augmented Reality and Virtual Reality in English Learning: Bibliometric Analysis of Research Trends, Citation Patterns, and Future Directions Tamra, Tamra; Wisda, Wisda; H, Muhammad Rizal; Wanita, First; Mursalim, Mursalim
Journal of System and Computer Engineering Vol 7 No 1 (2026): JSCE: January 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i1.2472

Abstract

This study conducts a comprehensive bibliometric analysis to map the development of research on Augmented Reality (AR) and Virtual Reality (VR) in English language learning (ELL) from 2010 to 2025. Using 386 Scopus-indexed documents, the analysis examines publication growth, citation performance, influential authors and countries, core sources, and the thematic evolution of immersive learning research. The findings show a sharp increase in scientific production after 2020, reflecting the global rise of digital and immersive technologies in education. China, Korea, and Malaysia emerge as dominant contributors, demonstrating Asia’s leading role in AR/VR-driven language innovation. Citation trends reveal the coexistence of foundational highly cited works and rapidly influential recent publications. Source impact analysis confirms the interdisciplinary character of the field, spanning educational technology, linguistics, psychology, and computer science. Trend-topic analysis indicates a shift from general pedagogical themes toward AI-enhanced AR applications, deep learning, virtual reality environments, and interactive vocabulary learning systems. Despite significant growth, gaps remain in long-term studies, cross-country collaboration, and research on advanced language competencies. Overall, the study provides a data-driven understanding of how AR and VR have evolved as transformative tools for English language learning and offers strategic insights for guiding future research agendas in immersive educational technologies.
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.