TEPIAN
Vol 2 No 2 (2021): June 2021

Implementation of Random Shuffle Algorithm In "Hangbit" Education Games

Amelia Yusnita (STMIK Widya Cipta Dharma)
Pajar Pahruddin (STMIK Widya Cipta Dharma)
Theana Dwi Aprillita (STMIK Widya Cipta Dharma)



Article Info

Publish Date
01 Jun 2021

Abstract

Learning Media for Carnivorous Animals, Herbivorous Animals, Omnivorous Animals with PC-based Problem Randomization, an application designed to help students understand the introduction of carnivorous, herbivorous and omnivorous animals. The purpose of this study was to assist teachers in teaching lessons on introduction to carnivores, herbivores and omnivores, which consisted of animation, sound and text. This application was built using SwishMax4 and with the Shuffle Random Algorithm on learning questions so that it does not become a monotonous and predictable game. This study produces a multimedia application for learning advice on the introduction of carnivorous, herbivorous and omnivorous animals, so this learning medium is for children aged 7-10 years. The results of the study were tested on students of SD Negeri 010 Samarinda City by demonstrating the program and trying its application. The results of the making of this learning media are .Swf.

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Journal Info

Abbrev

tepian

Publisher

Subject

Computer Science & IT

Description

The purpose of TEPIAN is to publish original research studies directly relevant to computer science. TEPIAN encompasses the full spectrum of information technology and computer science, including information system, hardware technology, intelligent system, and multimedia applications. TEPIAN ...