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Implementasi Algoritma Fisher Yates Shuffle pada Game Adventure Edukasi Jenis Hewan Berdasarkan Makanan Rosman, Yoga Febriana; Krisdiawan, Rio Andriyat; Yulyanto, Yulyanto
Digital Transformation Technology Vol. 5 No. 2 (2025): Periode September 2025
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v5i2.6165

Abstract

SDN 1 Cikijing, Kabupaten Majalengka, merupakan salah satu sekolah dasar yang mengajarkan materi klasifikasi hewan berdasarkan jenis makanannya pada mata pelajaran Ilmu Pengetahuan Alam (IPA). Pembelajaran yang hanya mengandalkan buku paket sering kali membuat minat siswa rendah dan pemahaman materi kurang optimal. Penelitian ini bertujuan mengembangkan media pembelajaran alternatif berbasis game edukasi dengan memanfaatkan algoritma Fisher–Yates Shuffle untuk mengacak posisi objek makanan, sehingga setiap sesi permainan lebih variatif dan menantang. Metode yang digunakan meliputi studi pustaka, observasi, dan wawancara untuk menganalisis kebutuhan pengguna, dilanjutkan dengan pengembangan menggunakan model Game Development Life Cycle (GDLC). Tahap implementasi mencakup perancangan antarmuka, integrasi algoritma pengacakan ke dalam mekanik permainan, serta pengujian fungsional melalui White Box Testing dan Black Box Testing. Evaluasi kelayakan dilakukan menggunakan User Acceptance Test (UAT) yang melibatkan 31 responden. Hasil pengujian menunjukkan tingkat kelayakan 97,7%, yang menandakan penerimaan sangat baik terhadap aspek tampilan, navigasi, konten, dan audio. Penelitian ini berkontribusi dengan menghadirkan bukti empiris bahwa integrasi algoritma Fisher–Yates Shuffle dalam game edukasi berbasis sains dapat meningkatkan variasi, keterlibatan, dan pemahaman siswa, serta memberikan model penerapan algoritma pengacakan dalam media pembelajaran interaktif.
Implementasi Algoritma Fisher Yates Suffle Pada Game Things Bedroom Pratama, Asep Sabilah; Krisdiawan, Rio Andriyat; Yulyanto
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3753

Abstract

SDN 2 Ciwiru menerapkan Kurikulum Merdeka yang memberikan keleluasaan kepada pendidik untuk menciptakan pembelajaran berkualitas yang sesuai dengan kebutuhan dan lingkungan belajar peserta didik. Materi Pengenalan Things Bedroom merupakan bagian dari materi Bahasa Inggris yang dipelajari oleh siswa kelas 4. Pembelajaran materi pengenalan things bedroom dengan menggunakan buku teks bergambar dan juga LKS yang terbatas, sehingga siswa kurang tertarik dan juga interaktif dalam pembelajaran yang menyebabkan sebanyak 75% siswa mengikuti remedial. Solusi dibuatkan media alternatif pembelajaran yang dapat manrik minat belajar siswa. Metode yang digunakan pada penelitian ini yaitu menggunakan metode Rational Unified Process (RUP). Penelitian ini bertujuan untuk membuat game pengenalan things bedroom dengan menggunakan algoritma fisher yates suffle. Penerapan algoritma fisher yates pada penelitian ini untuk pengacakan kosakata dan soal. Pengujian terhadap game pengenalan things bedroom ini menggunakan blackbox testing, whitebox testing, dan UAT yang hasilnya sebanyak 94% siswa lulus dan 6% siswa mengikuti remedial.
Penguatan Kapasitas Pengelolaan Informasi Pegiat Desa dan Tata Kelola Sistem Informasi di Jalaksana Kabupaten Kuningan Yulyanto; Rio Andriyat Krisdiawan; Rio Priantama
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 1 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i1.35

Abstract

Workshop yang kami lakukan bersama ini adalah workshop pelatihan yang bertujuan untuk membantu perangkat desa di Kecamatan Jalaksana Kabupaten Kuningan untuk meningkatkan kinerja dan pengetahuan serta keterampilan dalam penggunaan dan pemanfaatan teknologi informasi. File sharing tersedia di desa secara online sehingga dokumen dan arsip pengurus desa, kecamatan dan kabupaten khususnya masyarakat dan lembaga pemberdayaan desa dapat bekerja lebih baik lagi. Selain itu, diharapkan dengan adanya workshop ini dapat meningkatkan pemahaman dan keterampilan pengelolaan website, sehingga website desa yang digunakan dapat menjadi lebih menarik dan mempromosikan potensi desa ke seluruh dunia, dan juga diharapkan setelah pelatihan ini semua Desa dapat mengembangkan dengan menggunakan teknologi yang ada di desa. Agar website desa dapat digunakan sebagai sarana pelaporan kemajuan dan hasil pembangunan desa berbasis web. Berperan sebagai alat komunikasi dan transmisi informasi kepada masyarakat, sumber informasi dan pengetahuan yang lengkap tentang desa dan alat untuk menyimpan informasi desa yang penting, panduan untuk perencanaan pembangunan desa, dan juga dapat berfungsi sebagai pengawasan administrasi. administrasi di desa.
Development of a VR Metaverse System for Campus Navigation Using the Dijkstra Algorithm: Pengembangan Sistem Metaverse VR untuk Navigasi Kampus Menggunakan Algoritma Dijkstra Mochammad Nur Fikri Denintyo Denintyo; Tito Sugiharto; Yulyanto
NUANSA INFORMATIKA Vol. 20 No. 1 (2026): Nuansa Informatika 20.1 Januari 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i1.445

Abstract

Advancements in Virtual Reality (VR) and Metaverse technologies have created new opportunities to enhance user experiences, particularly in education. This study presents the design and development of a VR-based Metaverse application for the Faculty of Computer Science at Universitas Kuningan. The application functions as an interactive promotional tool and campus navigation aid, utilizing the Dijkstra algorithm to compute the shortest routes within the virtual environment. Key features include realistic 3D campus visualizations, integrated information on essential locations, and route optimization from the main gate to user-selected destinations. Testing was conducted through black-box, white-box, and User Acceptance Testing (UAT) methods. User feedback indicated that navigation was effective, with directional clarity and usability scored at 3.59 and 3.18, respectively, while the 3D visualization received scores above 3.4 for realism. Interactivity and immersion achieved a score of 3.35, and the interface was deemed intuitive and accessible across devices (3.38 and 3.82). Despite minor issues with system responsiveness (averaging 2.65), users expressed high overall satisfaction and a strong intention to reuse and recommend the application, with a recommendation score of 3.76. This implementation highlights the potential of Metaverse technology in education and serves as a foundation for its wider adoption in Indonesian higher education
Rancang Bangun Game Pembelajaran Operasi Dasar Matematika Menggunakan Algoritma Fisher Yattes Yulyanto; Andriasnyah; Nunu Nugraha
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.704

Abstract

One of the lessons regarding basic mathematical operations is found in 2nd grade material of SD Negeri 2 Randusari. In the learning process the teacher has not maximized in utilizing existing technology, especially since grade 2 elementary school. The students still tend to like to play and mathematics is considered a difficult subject. Therefore it is necessary to utilize media to be able to attract students' interest with the learning while playing method. one of them with game media. In this game the researcher applies the Fisher Yattes algorithm to each question that comes out so that students are not monotonous in playing it. The Game Development Life Cycle (GDLC) is a guideline that regulates the process of making this game with development stages including initiation, pre-production, production, alpha testing, beta testing and release. The results of the UAT test on 14 students where this game can be accepted by users by getting an average percentage value of 89.64%. In its application the Fisher Yattes algorithm succeeded in generating random values in the game and no similar questions came out repeatedly at the same level.
Media Virtual Reality Berbasis Pemodelan 3D untuk Edukasi Warisan Budaya Paseban Tri Panca Tunggal Yulyanto; Fachri El'Kariem; Rika Nugraha
Management of Information System Journal Vol 4 No 3: Juli 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/mis.v4i3.2986

Abstract

The erosion of cultural heritage literacy among younger generations is a pressing challenge in Indonesia's digitizing society. Paseban Tri Panca Tunggal, a Sundanese heritage building constructed in 1840 in Cigugur, Kuningan, West Java, embodies significant philosophical and architectural values of the Sunda Wiwitan belief system, yet remains largely inaccessible to students through conventional educational approaches. This study presents the design and implementation of a 3D modeling-based Virtual Reality (VR) educational medium for this heritage site using the Multimedia Development Life Cycle (MDLC) framework. Blender was used for hardsurface 3D modeling, Unity for interactive integration, and Spatial.io for metaverse-based VR deployment, producing an immersive learning experience accessible via web browser, Android devices, and VR headsets. Nine key architectural elements, each bearing distinct philosophical meaning, were digitally reconstructed with interactive audio narration and informational pop-ups. Expert media validation yielded 4.3/5.0 (Very Feasible), object accuracy validation scored 3.5/5.0 (Feasible), and user testing with 36 Grade-5 primary students produced 4.21/5.0 (84.2%, Very Feasible). These results demonstrate that VR-based 3D modeling is an effective medium for cultural heritage education, offering a replicable model for digital preservation of locally significant heritage sites in Indonesia. As the first VR educational medium specifically designed for Paseban Tri Panca Tunggal, this work contributes a replicable digital preservation framework for locally significant heritage sites across Indonesian educational contexts.
Game RPG Matematika Berbasis Fuzzy Mamdani-DDA dan Dasbor Guru untuk Sekolah Dasar Yulyanto; Muhammad Nauval Bintang; Rio Andriyat Kridiawan
Management of Information System Journal Vol 4 No 3: Juli 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/mis.v4i3.2988

Abstract

This study develops and evaluates the feasibility of “Jiwa Menghitung,” an Android turn-based RPG for elementary school mathematics (Grades 4–6). The principal novelties are: (1) adoption of Fuzzy Mamdani inference—rather than Sugeno—as the DDA engine, yielding linguistically interpretable categorical outputs (Easy/Medium/Hard) directly communicable to educators; and (2) a dual-sided architecture integrating the game client with a real-time teacher dashboard via Firebase. The Mamdani engine, governed by nine IF-THEN rules and Centroid of Gravity (COG) defuzzification, adapts question difficulty from two inputs: player response time and error count. Membership function parameters were validated through expert review by two mathematics teachers, and the rule base verified by white-box analysis (V(G)=3). User Acceptance Testing (UAT) with 42 students yielded 90.98% overall acceptance (Usability: 95.35%; DDA System: 80.00%), while teacher UAT (n=2) produced 88.09%—both exceeding the “Very Feasible” threshold. N-gain analysis for Grades 4 and 5 produced moderate gains (g=0.36 and g=0.34), while Grade 6 exhibited a ceiling effect identifying a critical design constraint. Findings confirm the technical feasibility and user acceptance of Mamdani-based DDA, while establishing adaptation granularity as a key development priority.
Pengembangan Game Puzzle Find Grass Menggunakan Algoritma Backtracking Yulyanto; Tito Sugiharto; Fikri Maudia Arsyad
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.703

Abstract

Game like a tools of entertainment that is enjoyed and played by many grups ranging from children. teenagers and adults. With the rapid development of technology, games are becoming more practical. For example, nowadays we no need to buy a games console like Playstation to play a games. One of the games that has a good impact to users is a game in the form of education, from the explanation above, idea arises to take research to make a game entitled “Find Grass” based on 3D perspective android. That the concept of each level of the game, user must direct or control the player, namely a rabbit looking for a grass to get to the final destination poin with limited time. In making this game requires a Backtracking Algorithm that can find the fastest path to get to a certain destination poin and later will be applied to the help system in the game. The system development method is GDLC (Game Development Life Cycle) which has stages such as initiation, pre-production , production, beta, release. For application design using UML (Unified Modeling Language ). In addition , the application to create games uses Unity 3D. The final result of the application created is a game that is compatible on smartphone devices with an android operating system at least 5.0 (Lollipop). This game has several menus including the main menu, stage menu consisting of 3 stage guide menu and exit menu.
THE EFFECTIVENESS OF THE JOLLY PHONICS METHOD ON LETTER RECOGNITION ABILITY IN 5-YEAR-OLD CHILDREN THROUGH LETTER CARD MEDIA Yulva Mayarita; Prianggi Amelasasih; Yulyanto Yulyanto
Jurnal Impresi Indonesia Vol. 3 No. 2 (2024): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v3i2.4640

Abstract

Children aged 0-6 years are a fundamental educational period because development at this age determines development at the next age, which is determined by various stimuli provided from an early age. This research aims to determine the effectiveness of the jolly phonics method in improving the ability to recognize letters in five year old children using letter cards at TK X Surabaya. This type of research is experimental research in the form of Single Subject Research (SSR) using an ABAB design. The subject of this research was one of the TK X students in Surabaya. Data collection techniques in this research used pretest and posttest. The data obtained was analyzed using comparative descriptive. The results of the research show that the grades obtained by children have increased from before. At the first baseline the score was 2, and after the first intervention the child's score increased to 4. At the second baseline measurement the child obtained a score of 6, and after the second intervention the child's score increased to 8. Based on the research results, the use of the jolly phonics method is efficacious in improving children's letter recognition skills through letter cards for Kindergarten X Surabaya children.
Gamified Digital Intervention to Reduce Online Game Gambling Tendency among Youth: A TAM–SDT Evaluation Yulyanto Yulyanto; Erik Kurniadi; Dede Husen; Fahmi Yusuf
Journal of Applied Data Sciences Vol 7, No 1: January 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i1.1095

Abstract

The rapid growth of online gaming has raised concerns about addictive behaviors among young people, particularly with the emergence of loot boxes that resemble gambling mechanisms. This study aims to examine the effectiveness of a gamification-based application as a preventive intervention for online gambling game addiction and to evaluate user acceptance through an extended Technology Acceptance Model (TAM). The research was conducted in two stages. In the pre-test phase, 588 respondents aged 15–25 completed a questionnaire measuring impulsivity, Internet Gaming Disorder (IGD), and loot box exposure. The results identified 169 individuals (28.7%) with addictive tendencies. In the intervention phase, 86 respondents from this group participated in a gamified stimulation program using a specially designed application. Data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The measurement model met reliability and validity requirements. Structural model analysis confirmed the classic TAM relationships: perceived ease of use significantly influenced perceived usefulness (β = .559, p 0.001), perceived usefulness influenced attitude toward use (β = .385, P= 0.001), and attitude influenced behavioral intention (β = .461, p 0.001). In addition, self-determination theory (SDT) significantly affected both attitude (β = .360, P= 0.003) and behavioral intention (β = .166, P= 0.038). However, affective visual design (AVD) was not significant, and behavioral intention did not reduce addictive behavior (β = -0.109, P= 0.386). The model demonstrated predictive relevance for TAM constructs (Q² 0) but failed to predict addictive behavior (Q² = -0.003). This study contributes theoretically by extending TAM with SDT in the context of digital health interventions and practically by demonstrating the potential of gamification as a preventive tool. However, the short intervention period and limited sample size constrained its effectiveness in reducing addiction. Longer-term interventions and broader contextual factors are recommended for future research.