Basic programming learning in grade XI at SMA Negeri 2 Pasaman faces difficulties because students have problems understanding abstract algorithmic and programming-logic concepts and interactive learning media are still limited. This study aimed to design an educational game for basic programming by integrating the Knuth Shuffle algorithm to randomize the order of learning materials. The study employed Research and Development (R&D) using the ADDIE model consisting of Analysis, Design, Development, Implementation, and Evaluation. The product was designed with Construct 2 and covered variables, data types, branching, loops, arrays, functions, input, and output. Product evaluation involved three media experts, two material experts, and 31 grade XI students. The media instrument referred to selected ISO/IEC 25010 quality characteristics used in the study, namely functional suitability, usability, performance efficiency, and reliability, while material experts assessed content alignment, quality, and presentation. The results showed feasibility scores of 85% (Very Feasible) from media experts, 88.33% (Very Feasible) from material experts, and 96.26% (Very Feasible) from the 31 students. The Knuth Shuffle implementation produced different material sequences across game sessions without changing the learning content or objectives. These findings indicate that the designed educational game is feasible as a supporting medium for basic programming learning and contributes an integrated material-randomization mechanism within the gameplay.
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