jeti
Vol 7 No 1 (2026): Maret 2026

Implementasi Metode Fisher-Yates Shuffle Dan Metode Finite State Machine Pada Game Edukasi Untuk Meningkatkan Minat Belajar Siswa Anak Sekolah Dasar

Rizal, Muhammad (Unknown)
Rozzi Kesuma Dinata (Unknown)
Zahratul Fitri (Unknown)



Article Info

Publish Date
07 Mar 2026

Abstract

The use of educational games as interactive learning media is one solution to increase learning motivation and understanding among elementary school students. This study aims to implement the Fisher–Yates Shuffle (FYS) and Finite State Machine (FSM) methods in the development of a Unity-based educational game for Natural Sciences (IPA) and Social Sciences (IPS), and to evaluate its effectiveness in improving students’ learning outcomes. The system was developed using the Multimedia Development Life Cycle (MDLC), which consists of concept, design, assembly, testing, and distribution stages. FYS was applied to randomize quiz questions and answer options, while FSM was used to manage game flow and scene transitions in a structured manner. System testing was conducted using black-box testing, and learning effectiveness was evaluated through pre-test and post-test involving grade III and IV elementary school students. The results indicate an increase in students’ average scores after using the educational game, with improvement percentages ranging from 22% to 25%. In addition, teacher questionnaire results show that the game is feasible, easy to use, and beneficial as a supporting learning medium. Therefore, the developed Unity-based educational game is effective in enhancing students’ understanding of IPA and IPS subjects

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Journal Info

Abbrev

jet

Publisher

Subject

Computer Science & IT

Description

Diterbitkan oleh LPPM (Lembaga Penelitian dan Pengabdian Kepada Masyarakat) Universitas Islam Kebangsaan Indonesia (UNIKI) Bireuen- Aceh, bekerja sama dengan Fakultas Komputer dan Multimedia (FKOM) UNIKI. Terbit dua kali dalam setahun (Maret dan September). Terbit perdana pada 23 Maret 2020, dengan ...