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1

Arviansyah, Yanuar, Nurfaizah Nurfaizah, and Retno Waluyo. "Penerapan Algoritma Fisher Yates Shuffle Pada Aplikasi TOEFL Preparation Berbasis Web." Jurnal Buana Informatika 11, no. 2 (2020): 111. http://dx.doi.org/10.24002/jbi.v11i2.3622.

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Abstract. Applying Fisher Yates Shuffle Algorithm on The Web-Based TOEFL Preparation Application. TOEFL (Test of English as a Foreign Language) in Indonesia has been using paper all this time so the questions given to participants are still the same. Therefore, an application for randomizing the TOEFL questions is needed. The algorithm for randomizing the questions used is the Fisher Yates Shuffle algorithm, which is an algorithm to generate random permutations from a finite set. The purpose of this research is to make an application of the Fisher Yates Shuffle algorithm in the web based TOEFL Preparation application in Britania Purwokerto. Britania Purwokerto is an English language course in Banyumas. The method used to develop the application is the Extreme Programming (XP) method. After testing using the black box testing method, it is concluded that the fisher yates shuffle algorithm can be applied in the web based TOEFL Preparation application for the online TOEFL test in Britania Purwokerto.Keywords: Course Institution, TOEFL, Fisher Yates Shuffle, Extreme Programming.Abstrak. Ujian TOEFL (Test of English as a Foreign Language) di Indonesia selama ini masih menggunakan paper sehingga soal yang diberikan kepada peserta tetap sama. Oleh karena itu diperlukan aplikasi untuk mengacak soal ujian TOEFL. Algoritma pengacakan soal pada aplikasi yang digunakan yaitu algoritma Fisher Yates Shuffle, yang merupakan sebuah algoritma untuk menghasilkan permutasi acak dari suatu himpunan terhingga. Tujuan penelitian ini adalah membuat aplikasi penerapan algoritma Fisher Yates Shuffle pada aplikasi TOEFL berbasis web untuk Britania Purwokerto. Britania Purwokerto merupakan lembaga kursus bahasa Inggris yang berada di Kabupaten Banyumas. Metode yang digunakan untuk mengembangkan aplikasi adalah metode Extreme Programming (XP). Setelah dilakukan pengujian mengunakan metode black box testing disimpulkan bahwa algoritma Fisher Yates Shuffle dapat diterapkan pada aplikasi TOEFL Preparation berbasis web untuk ujian online di Britania Purwokerto. Kata Kunci: Lembaga Kursus, TOEFL, Fisher Yates Shuffle, Extreme Programming (XP).
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Nurcholis, Muhammad Tofa, Arif Dwi Laksito, and Hafizh Fauzi Fathurahman. "Implementasi Algoritme Fisher Yates Shuffle untuk Pengacakan Soal Tes IQ Berbasis Android." Progresif: Jurnal Ilmiah Komputer 19, no. 1 (2023): 436. https://doi.org/10.35889/progresif.v19i1.1168.

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<p><em>This study aims to implement the Fisher Yates Shuffle algorithm on an Android-based IQ test application to ensure random and unbiased randomization of questions. Fisher Yates Shuffle Algorithm is one of the randomization algorithms used to reduce bias and ensure good random distribution in randomizing elements in an array. The results of this study indicate that the implementation of the Fisher Yates Shuffle algorithm in an Android-based IQ test application ensures that the questions displayed to the user are always in random order, so that there is no bias in the test results. Ease of use also improves with this implementation.</em></p><p><strong><em>Keywords:</em></strong><em> Fisher Yates Shuffle Algorithm; Implementations; IQ test.</em></p><p align="center"><em> </em></p><p align="center"><strong>Abstrak</strong></p><p>Penelitian ini bertujuan untuk mengimplementasikan algoritme <em>Fisher Yates Shuffle</em> pada aplikasi tes IQ berbasis Android untuk memastikan pengacakan soal yang acak dan tidak bias. Algoritme <em>Fisher Yates Shuffle</em> merupakan salah satu algoritme pengacakan yang digunakan untuk mengurangi bias dan memastikan distribusi acak yang baik dalam pengacakan elemen dalam suatu <em>array</em>. Hasil dari penelitian ini menunjukkan bahwa implementasi algoritme <em>Fisher Yates Shuffle</em> pada aplikasi tes IQ berbasis Android memastikan bahwa soal yang ditampilkan kepada pengguna selalu dalam urutan acak, sehingga tidak ada bias dalam hasil tes. Kemudahan penggunaan juga meningkat dengan implementasi ini.</p><p><strong><em>Kata kunci</em></strong><strong><em>:</em></strong><em> Algoritme Fisher Yates Shuffle; Implementasi; Tes IQ </em></p>
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Octaviani, Hayara, Bambang Pramono, and Rizal Adi Saputra. "Perbandingan Algoritma Fisher-Yates Shuffle Dan Linear Congruent Method Pada Aplikasi Game Susun Ayat Al-Qur’an Berbasis Android." Jurnal Ilmiah Informatika 8, no. 1 (2023): 24–36. http://dx.doi.org/10.35316/jimi.v8i1.24-36.

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A problem that is often encountered among Qur’an memorized is the inability to memorize verses randomly. Therefore, a system is needed that is able to train the memorization of the Qur'an memorization so that it is able to memorize even with the position of the scrambled verses. To randomize verse chunks, a method is needed that can generate random numbers. Among the algorithms capable of generating random numbers are the Linear Congruent Method and the Fisher-Yates Shuffle. Of the two algorithms, no more effective algorithm has been found. For this reason, a comparison will be made by applying algorithms to Android-based game applications with the puzzle genre. This study aims to build an educational game application with the puzzle genre on the arrangement of quranic verses by comparing the effectiveness of the Linear Congruent Method and Fisher-Yates Shuffle algorithms in randomizing verses in games. The game is run in an Android application. Based on the tests that have been carried out, the results show that Linear Congruent Method has a pattern in generating random numbers while the Fisher-Yates Shuffle does not require it, so it can be concluded that the Fisher-Yates Shuffle algorithm is the most effective in randomizing.
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Sugihartono, Tri, and Rendy Rian Chrisna Putra. "Penerapan Algoritma Fisher Yates untuk Pengacakan Soal Pada Sistem Ujian Kompetisi Wartawan." Infotek : Jurnal Informatika dan Teknologi 4, no. 2 (2021): 238–48. http://dx.doi.org/10.29408/jit.v4i2.3635.

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Procedures from the company to provide competency certification for and as official evidence that the news from the journalist is credible. In the practice of implementing the Competency Test, cheating is still found during the exam, various ways / forms of cheating that occur include cooperation between journalists (test participants). These problems are overcome by integrating the competency test system, using mobile technology and web applications that have been integrated so that they are more accessible. The Fisher Yates shuffle algorithm functions as a randomization of exam questions. Each test taker always has different exam questions, both from the numbering of questions and the order of answer choices. With the implementation of the Fisher Yates Suffle Algorithm, it can reduce acts of fraud or dishonesty by journalists. In addition, with the application of the Fisher Yates shuffle algorithm, it can make it easier for agencies to provide competent employee competencies. The results of the randomization test on the first 3 questions that appeared to the respondents resulted in the conclusion that the Fisher-Yates shuffle algorithm had a 100% success rate in randomizing the order of questions that were displayed to respondents
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Kannabi, Alvien Muhammad, and Norhikmah M.Kom (SCOPUS ID: 57216417658). "Implementation of the Fisher-Yates Shuffle Game Algorithm in Learning Hijaiyah Letters." SISTEMASI 11, no. 3 (2022): 681. http://dx.doi.org/10.32520/stmsi.v11i3.2053.

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In 2020 the Indonesian government and the world health agency (WHO) declared the Covid-19 virus a pandemic. As a result, some activities cannot be carried out offline, especially in learning activities. The government requires that learning activities be carried out online or online. The number of children who really need help to understand the learning material provided, for example, is a game which is one of the media in learning for children to make it more interesting in its delivery. With the aim of providing basic Koran education for early childhood with interactive and fun games and the application of the Fisher-Yates Shuffle algorithm in the quiz feature that is used to randomize hijaiyah letter questions. Stages of research 1). Collecting data using library studies, namely Iqra books and related research papers. 2). Game design using story board. 3). Application of the Fisher-Yates Shuffle algorithm. 4). Testing the Fisher-Yates algorithm, black box and question. The results obtained from 10 question and 96 respondents resulted in 89.5% concluding that the hijaiyah letter game uses the Android-based Construct 2 game engine. implementation of the Fisher-Yates Shuffle algorithm on the quiz feature is feasible to use.
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Hoetama, D. J. Owen, Farica Perdana Putri, and P. M. Winarno. "Algoritma Fisher-Yates Shuffle dan Flood Fill sebagai Maze Generator pada Game Labirin." ULTIMA Computing 10, no. 2 (2019): 59–64. http://dx.doi.org/10.31937/sk.v10i2.1064.

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Maze game is an interesting game and used to spend time. However, in the maze game, the level used forthis game still uses static levels. Static levels make the maze shape stay the same if we play the same level. Thus, players will quickly feel bored because it finds the same complexity. Maze generator is a static level problem solution on the maze game. This research uses Fisher-Yates Shuffle algorithm and Flood Fill algorithm to make maze generator. Fisher-Yates Shuffle algorithm is used for wall position randomization and Flood Fill algorithm to keep the maze results to remain resolved. The results of the application implementation yielded 30 mazes and were tested using the Hamming Distance algorithm, yielding that the result of the maze formed is always different. The average percentage rate difference produced 48% each time the maze was formed. The results of the maze that was formed performed perfect maze checking with the result of 83.33% percentage.
 Index Terms— Fisher-Yates Shuffle, Flood Fill, MazeGenerator, Hamming Distance
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Saputro, Nugroho Dwi. "Comparison of Fisher-Yates Shuffle and Linear Congruent Algorithms for Question Randomization." Journal of Dinda : Data Science, Information Technology, and Data Analytics 4, no. 2 (2024): 135–40. http://dx.doi.org/10.20895/dinda.v4i2.1584.

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This research aims to compare Fisher-Yates algorithm and Linear Congruent algorithm in generating random numbers or permutations. The test is conducted using the Chi-Square method to evaluate the quality of randomness generated by both algorithms. The Chi-Square value of the shuffling results is calculated and compared with the critical value of Chi-Square at a significance level of 0.05 with a degree of freedom (df) of 4, which is 9.488. The results show that the Chi-Square value for the Fisher-Yates algorithm is 3.8 and for the Linear Congruent algorithm is 4.3, both of which are below the critical value. This indicates that there is not enough evidence to reject the Null Hypothesis (H₀), implying that the difference in randomness quality between the two algorithms is not statistically significant. Therefore, both algorithms are considered to have equivalent performance. The decision to choose one of the algorithms can be based on other considerations such as complexity and efficiency. Further research is recommended to explore the performance of the algorithms under different conditions.
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Abdi, Musta'inul, Amru Amru, Siti Fathiyya Rafiqa, and Safriadi Safriadi. "Implementasi Algoritma Fisher-Yates untuk Pengacakan Dinamis Soal TOEFL dalam Ujian Online Berbasis Web." Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) 7, no. 5 (2024): 1286–91. https://doi.org/10.32672/jnkti.v7i5.8086.

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Abstrak -Pengacakan soal dalam ujian online, seperti TOEFL, adalah salah satu metode penting untuk menjaga keamanan dan keadilan ujian. Penelitian ini berfokus pada implementasi Algoritma Fisher-Yates sebagai solusi untuk pengacakan dinamis soal TOEFL dalam platform ujian berbasis web. Algoritma ini dipilih karena kompleksitasnya yang rendah, yakni O(n), sehingga mampu mengacak soal dengan efisien bahkan dalam jumlah besar. Pengujian dilakukan dengan berbagai jumlah soal, mulai dari 50 hingga 1000, untuk mengukur performa waktu eksekusi pengacakan. Hasil penelitian menunjukkan bahwa waktu eksekusi pengacakan meningkat secara linier seiring bertambahnya jumlah soal, namun tetap berada dalam skala milidetik, menjadikannya sangat cepat dan efisien untuk diterapkan dalam skenario ujian real-time. Pengacakan yang dilakukan oleh algoritma ini terbukti konsisten dan efektif, menghasilkan urutan soal yang berbeda di setiap sesi ujian tanpa perubahan pada tingkat kesulitan keseluruhan. Implementasi ini dapat mencegah kecurangan dan meningkatkan keadilan antar peserta ujian. Secara keseluruhan, penelitian ini menegaskan bahwa Algoritma Fisher-Yates adalah pilihan yang tepat untuk pengacakan soal dalam ujian online berskala besar seperti TOEFL, karena mampu mengombinasikan kecepatan, efisiensi, dan keamanan dalam satu solusi yang stabil dan mudah diimplementasikan.Kata kunci: TOEFL, Fisher-Yates, Pengacakan Abstract - Randomizing questions in online exams, such as TOEFL, is crucial for ensuring exam security and fairness. This study focuses on implementing the Fisher-Yates algorithm as a solution for dynamic question randomization in web-based exam platforms. The algorithm was chosen due to its low complexity, O(n), making it efficient even for large numbers of questions. Testing was conducted with various quantities of questions, ranging from 50 to 1000, to evaluate the execution time performance. The results indicate that execution time increases linearly with the number of questions but remains within the millisecond range, demonstrating its suitability for real-time exam scenarios. The randomization performed by the algorithm proved consistent and effective, producing different question sequences for each exam session without altering the overall difficulty level. This implementation helps prevent cheating and enhances fairness among exam participants. Overall, this research underscores that the Fisher-Yates algorithm is an optimal choice for question randomization in large-scale online exams like TOEFL, as it combines speed, efficiency, and security into a stable and easily implementable solution..Keywords: TOEFL, Fisher-Yates, Randomizing
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Putra, Rendy Rian Chrisna, and Tri Sugihartono. "Penerapan Algoritma Fisher-Yates Shuffle pada Computer Based Test Ujian Sekolah di SMKN 1 Payung." MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer 18, no. 2 (2019): 276–83. http://dx.doi.org/10.30812/matrik.v18i2.399.

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The school exam aims to measure the success of the teaching and learning process, whether students are able to accept the material taught and whether the teacher is able to provide the material properly and correctly. In the era of the current technological era, SMKN 1 Payung already uses CBT (Computer Based Test) technology in the implementation of school examinations, the advantages of using CBT are paperless, and the results of the exam can be seen immediately after the exam, the disadvantage is the possibility of students cheating like cheating can still happen. To overcome this weakness, a problem randomization algorithm is applied, namely the Fisher-Yates Shuffle algorithm. By using the Fisher-Yates Shuffle algorithm, the sequence of questions received by each student while carrying out this CBT-based school exam will be different, thereby reducing the indication of students to cheat. In the results of the study, testing is done using blackbox testing to test whether the software functionality is functioning properly. The results of the implementation and testing that are applied prove that using of the Fisher-Yates Shuffle algorithm can help overcome the weaknesses in computer-based tests (CBT) in SMKN 1 Payung.
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Priantama, Rio, and Yuda Priandani. "IMPLEMENTASI ALGORITMA FISHER YATES UNTUK PENGACAKAN SOAL PADA APLIKASI MOBILE LEARNING KUIS FIQIH BERBASIS ANDROID." NUANSA INFORMATIKA 13, no. 2 (2019): 40. http://dx.doi.org/10.25134/nuansa.v13i2.1951.

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The conventional learning process carried out face-to-face, is less effective as a source of learning, because the focus of students' interest has now shifted to their device so that students have difficulty repeating learning material. This study aims to produce learning media based on mobile learning on the android platform which is used as a source of learning fiqh applications for students. This mobile learning application is built by applying the Fisher Yates Shuffling algorithm or commonly known as the Fisher Yates algorithm which is now widely used in the process of developing randomization applications. This randomization method is the optimal randomization method in application development, being able to randomize the amount of material about the science of jurisprudence and prevent cheating users who only memorize answers without understanding the material when the questions are fixed or not random. Applications are built using MySQL as a database designed to manage and manipulate data quickly and easily. PHP and Perl are used as scripting programming languages for the internet and collaborate on the Android platform. The system development method used is RUP (Rational Unified Process) by collecting various best practices found in the software development industry.System testing is done using a white box and black box testing shows that the Fisher Yates algorithm can be applied in the mobile learning quiz application as a randomizer about questions. User Acceptance Model (UAT) test results show that this mobile learning application can help the process of learning the science of jurisprudence as well as being a reference in seeing the ability of students to learn the science of jurisprudence. Keywords: Mobile learning, Fisher Yates Algorithm, Fiqih, MySQL, RUP, UML
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Muhammad Nurfalah Setiawan and Eko Edy Susanto. "Rancang Bangun Aplikasi Pendaftaran Santriwati Baru Dengan Fitur Computer Based Test(CBT) Menggunakan Algoritma Fisher Yates Berbasis Web." Jurnal Penelitian Rumpun Ilmu Teknik 1, no. 1 (2022): 22–34. http://dx.doi.org/10.55606/juprit.v1i1.4226.

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Ma'had Tarbiyatul Banaat Ummu Sulaim Balikpapan is a non-formal education institution and a Quran memorization (tahfidz) center based on a specialized Muslim women's Islamic boarding school. The registration process for new female students is currently done manually using spreadsheets and written exams. To address this issue, a solution is proposed in the form of an online registration application with a Computer-Based Test (CBT) feature that randomizes questions using the Fisher Yates algorithm. The research methodology used in this study includes data collection needs analysis, application design, and application testing. The results of the research indicate that this application allows prospective female students to fill out their personal information and take CBT exams online, with questions randomized using the Fisher Yates algorithm. Additionally, the administration of new female student registrations can efficiently manage student data and exam questions. This research has been successfully designed with the hope of assisting prospective female students in the registration process and simplifying administrative tasks for the staff. The use of the Fisher Yates algorithm for randomizing CBT questions also yields good results in minimizing cheating during the examination process.
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Andryana, Septi, Aris Gunaryati, and Bimo Salasa Putra. "Aplikasi Mobile Your Job MBTI (Myers-Briggs Indicator) Menggunakan Algoritma Fisher-Yates Shuffle." JURNAL MEDIA INFORMATIKA BUDIDARMA 5, no. 3 (2021): 971. http://dx.doi.org/10.30865/mib.v5i3.3095.

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Work is something that everyone will do. This is because by working we will earn money that can make us able to fulfill our needs. But sometimes there are still quite a lot of people out there who don't even know what job is right for them. Therefore the author designed an application called Your Job based on Android, this application will provide suitable job recommendations based on the person's personality. In this study using the fisher-yates shuffle algorithm. Fisher-Yates shuffle algorithm can be applied to randomization of questions. The design of this application also uses the MBTI (Myers-Briggs Indicator) method to make it easier to determine a person's personality. After doing it to several people about this application. They gave a very good response, it is certain that the fisher-ystes shuffle algorithm runs well in randomizing the questions and using the MBTI method the accuracy level is almost 100% accurate.
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Rohmah, Widi Aulia, Asriyanik Asriyanik, and Winda Apriyandari. "Implementation of the Algorithm Fisher Yates Shuffle on Game Quiz Environment." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 4, no. 1 (2020): 161–72. http://dx.doi.org/10.31289/jite.v4i1.3863.

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The current technological development of science and knowledge can easily be provided through various media. Learning media have become part of the learning and teaching process. In its use these media can be anything such as videos, motion animations, power points, including games. Educational games can be used as learning media in schools so that learning activities can be more interesting and enjoyable. Games made as learning media are certainly not merely entertainment but must contain elements and educational values. The purpose of this research is to make an educational game of natural science where the questions / questions in the quiz section can be scrambled by themselves. The design of the construction of this environmental quiz game uses the method of Multimedia Development Life Cycle (MDLC) and Fisher Yates Shuffle algorithm for randomization of questions. This environmental game contains natural science lessons about the organization of life systems, the interaction of living things with the environment and environmental pollution. Components in this game are in the form of material and quiz games, puzzles and drag and drop. In this study there are 10 questions that will be randomized to each quiz. The result of the implementation of the Fisher Yates Shuffle algorithm in this quiz section is that the quiz questions that come out can be scrambled, so the questions / questions that come out are different and the user does not easily guess the next question.Keywords: Quiz Game, Adobe Flash, Actionscript, Fisher Yates Shuffle
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Rizky, Maulana Muhammad, Asriyanik Asriyanik, and Lelah Lelah. "Implementasi Algoritma Fisher Yates Shuffle pada Bagan Undian Peserta Pertandingan Pencak Silat." Progresif: Jurnal Ilmiah Komputer 17, no. 2 (2021): 15. http://dx.doi.org/10.35889/progresif.v17i2.643.

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<p align="center"> </p><p><em>Abstract. The manual lottery system in determining the scheme of contestants in the pencak silat championship causes the process to be ineffective and inefficient, so information technology assistance is needed. This paper presents an application model for determining the scheme of participants in a pencak silat match using a participant lottery chart system assisted by the Fisher Yates Shuffle algorithm. The application is tested using the blackbox testing method. The results of the application test in the process of randomizing the lottery of match participants showed a more effective and efficient process.</em></p><p><em>Keywords: Fisher Yates Shuffle Algorithm, Randomization, Participant Lottery Chart, Pencak Silat</em></p><p><em><br /></em></p><p>Abstra. Sistem undi manual dalam menentukan skema peserta pertandingan pada kejuaraan pencak silat, menyebabkan proses menjadi tidak efektif dan tidak efisien, sehingga diperlukan bantuan teknologi informasi. Paper ini menyajikan model aplikasi untuk penentuan skema peserta pertandingan pencak silat menggunakan sistem bagan undian peserta berbantuan algoritma <em>Fisher Yates</em> <em>Shuffle</em>. Aplikasi diuji menggunakan motode pengujian <em>blackbox testing</em>. Hasil uji aplikasi dalam proses pengacakan undian peserta pertandingan menunjukkan proses yang lebih efektif dan efisien.</p><p>Kata kunci: Algoritma Fisher Yates Shuffle, Pengacakan, Bagan Undian Peserta, Pencak Silat</p><h1 align="left"> </h1><h1 align="left"> </h1><p><em><br /></em></p><p><em><br /></em></p>
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Kurniawan, Irfan, and Siti Sauda. "Implementasi Algoritma Fisher Yates Shuffle pada Aplikasi Belajar Huruf Hijaiyah." Journal of Information Technology Ampera 2, no. 3 (2021): 139–49. http://dx.doi.org/10.51519/journalita.volume2.isssue3.year2021.page139-149.

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The form of coaching for early childhood is providing stimulation so that children have readiness to enter the next level of education. One of the basic educations provided by parents is religious education in the form of introduction to hijaiyah letters. Children interacting with smartphones more often than books, causing parents to have basic education such as reading and writing using books to be less attractive to children. From this problem, the writer wants to build a learning media application using smartphone media. This Hijaiyah Letter Learning application was created using the fisher yates shuffle algorithm, by randomizing the questions in this application. Based on the test results that the implementation of the Fisher Yates Shuffle algorithm for randomization of questions in the hijaiyah learning application is running well, there are no questions that appear repeatedly.
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Ijlal, Muhammad Farhan Mahesa, and Umi Chotijah. "Color Recognition Educational Game using Fisher-Yates for Early Childhood Potential Development." INOVTEK Polbeng - Seri Informatika 7, no. 2 (2022): 267. http://dx.doi.org/10.35314/isi.v7i2.2866.

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To continue basic education, it is necessary to develop potential abilities by learning color recognition in early childhood. However, learning in schools today still uses boring conventional learning methods. Based on these problems, there is a need for an introductory educational game that can be easily used and carried anywhere, anytime by applying the Fisher-Yates shuffle algorithm. The aim is that educational games are not monotonous and boring to play. In this study, in addition to using the Fisher-Yates algorithm, we use the Multimedia Development Life Cycle (MDLC) as the system development method. The results of tests performed using black box testing are as expected. Therefore, this educational game can be used by parents and educators as an alternative to traditional learning tools to further develop early childhood potential in preparation for basic education.
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Finika, Alma Bryan Fitri, Septi Andryana, and Ratih Titi Komalasari. "Algoritma Fisher-Yates sebagai Pengacak Soal pada Game Edukasi: Ruang Geometri." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 4, no. 2 (2020): 64. http://dx.doi.org/10.35870/jtik.v5i1.163.

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The perception of many students that mathematics is known to be difficult has made the experience negative, so that it has a general impact when adjusting to meeting material calculations. One of the basic materials of mathematics is geometry. This material has provided experiences for Elementary School (SD) children at grade 2 (two) to grade 4 (four). So, one solution is to play with Geometry Space. One of the android-based educational games that provides a media for self-adjustment in understanding material from Geometry. This study designed the Fisher-Yates algorithm in an educational game based on android which is named "Ruang Geometri". An algorithm that will help in randomizing the questions on the "Ruang Geometri" quiz. The purpose of this game is to change students' perceptions to be positive about mathematics because it is no longer a scary subject but fun. The results of this study are to recognize flat and space shapes in the form of educational games.Keywords:Mathematic; Educational Game; Fisher-Yates Algorithm.
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Raviy Bayu Setiaji, Firza Prima Aditiawan, and Agung Mustika Rizki. "Pembuatan Aplikasi Computer Based Test Berbasis Website Menggunakan Algoritma Fisher-Yates Shuffle." Jurnal Sistem Informasi dan Ilmu Komputer 2, no. 1 (2024): 199–211. http://dx.doi.org/10.59581/jusiik-widyakarya.v2i1.2417.

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This research focuses on the development of a web-based Computer Based Test (CBT) Application for Madrasah Tsanawiyah (MTs) Faqih Hasyim in Sidoarjo, East Java. This application aims to overcome conventional evaluation problems with paper and pen, such as cheating, scoring errors, and data management difficulties. Using web technologies such as HTML, CSS, PHP, and JavaScript, the application integrates the Fisher-Yates Shuffle algorithm to randomize the order of questions, reducing the possibility of cheating during the exam. Equipped with session tokens, exam timing, and result reports, the app improves the overall efficiency of the evaluation process. This study refers to previous research and highlights the importance of adopting technology to simplify assessment and facilitate online data management. The Fisher-Yates Shuffle algorithm, used to generate a unique sequence of questions for each student during the exam, minimizes the risk of cheating. The app implements a staged exam, ensuring students who meet the minimum criteria proceed to the next stage. In addition, the app achieves a degree of randomization of the exam content, eliminating patterns that may affect the exam results. The feasibility testing results show that the app is highly feasible, with a feasibility percentage of 92.4%. This conclusion signifies the app's success in achieving its development goals and making a positive contribution in easing the exam grading process. It is recommended to simplify the interface for senior users, improve the responsiveness of the website display for mobile access, and add a time limitation method in future research. Keywords: Fisher-Yates Shuffle Algorithm, Computer Base Test, Question Randomization.
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Putri, Ermira Nilansari, Laili Etika Rahmawati, Main Sufanti, and Hafiza Sana Mansoor. "Educational game based on macromedia flash in Indonesian language learning in junior high school." BAHASTRA 43, no. 2 (2023): 234–53. http://dx.doi.org/10.26555/bs.v43i2.521.

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Educational Game is an application package that is used as a tool that aims to encourage students to undergo learning activities. The objectives of this study are (1) to describe educational games based on Macromedia Flash for Indonesian language learning in junior high schools; and (2) to describe the results of implementing Macromedia Flash-based educational games with the Fisher Yates Shuffle algorithm in learning Indonesian in junior high schools. The research approach is a qualitative descriptive research. The research is based on case studies with subjects and objects that focus on class VIIIC students and Indonesian language teachers at SMP Negeri 2 Jatisrono. Data collection techniques are by using observation techniques, questionnaires, interviews, and tests. The research sample is 30 VIIIC students. Data analysis is guided by Miles & Huberman's view which consists of three streams of activities that occur simultaneously, namely: data reduction, data presentation, drawing conclusions/verification. The data validity test was carried out using source triangulation technique. In connection with the research results based on eight indicators, it can be understood that the level of student activity in learning Indonesian based on educational games based on Macromedia Flash with the Fisher Yates Shuffle algorithm has increased. The percentage of 87% of students explained that the Macromedia Flash application based on the Fisher Yates Shuffle algorithm was able to increase student activity. This research encourages the integration of technology in the world of education. Flash-based games can offer interactive and dynamic content, enhancing the learning experience.
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Vebiant, Kiki, M. Iwan Wahyuddin, and Ratih Titi Komala Sari. "Rancang Bangun Media Pembelajaran Tenses English Berbasis Android menggunakan Algoritma Fisher-Yates." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 5, no. 4 (2021): 407. http://dx.doi.org/10.35870/jtik.v5i4.246.

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English is a language that is widely used in various countries in the world. This makes english an international language and also must be studied in schools or even universities. In english, the verb used will be different at different times, places, and also events or it can be called a change in the verb (tense). So, learning and mastering tenses in english is the basis for learning or mastering english. This study aims to design and build an Android-based learning media for english tenses. The design applies a form of english tense quiz using the Fisher-Yates algorithm, which is a randomization algorithm that can randomize the order of the quiz questions so that the order of the quiz questions is not always the same and there are no repeated quizzes. The expected results will later become a learning medium for people who want to learn or master english and can understand the tenses in english.Keywords:Android, Fisher-Yates, Tenses, Learning Application.
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Essien, Umoh Enoima. "Design of Question Generator System (QPGS) Using Fisher-Yates Shufling Algorithm." British Journal of Computer, Networking and Information Technology 6, no. 1 (2023): 66–82. http://dx.doi.org/10.52589/bjcnit-zck1bfkb.

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The process of generating question papers for educational assessments is a crucial task in the field of academia. The traditional manual approach to question paper creation is time-consuming and prone to human error. In response to this challenge, the Question Paper Generation System (QPGS) has emerged as a powerful solution that leverages technology to automate and streamline the question paper generation process. The Question Paper Generation System has a profound impact on the education sector by enhancing the quality and efficiency of assessments. It empowers educators to create assessments that align with educational goals and standards, ultimately benefiting both teachers and students. Moreover, it contributes to the overall modernization of educational practices by integrating technology seamlessly into the assessment process. This paper provides an overview of the Question Paper Generation System, highlighting its key features, benefits, and impact on educational institutions. QPGS combines advanced algorithms, database management, and user-friendly interfaces to efficiently produce high-quality question papers tailored to specific subjects, courses, and assessment levels. For efficient randomization and shuffling of the questions in the question bank, the Fisher-Yates shuffle algorithm, also known as the Knuth shuffle or the Durstenfeld shuffle, was used. A hybrid of the Object-Oriented Analysis and Design (OOAD) together with the Structured System Analysis Methodology (SSADM) with Unified Modeling Language (UML) was adopted for the design of the system. The system was implemented using HTML, CSS and JavaScript as the front end, while the back end which deals with the system’s logic was implemented using PHP and MySQL. The results obtained were tested using several test strategies.
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Diena, Rauda Ramdania, Irfan Mohamad, Nuralisa Habsah Salma, Slamet Cepy, Uriawan Wisnu, and Manaf Khaerul. "Fisher-Yates and fuzzy Sugeno in game for children with special needs." TELKOMNIKA Telecommunication, Computing, Electronics and Control 18, no. 2 (2020): 879–89. https://doi.org/10.12928/TELKOMNIKA.v18i2.14906.

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As a country that has its language, English is an international language that needs to be mastered. Until now, the mastery of English in Indonesian on an international scale is in a low category. Learning English should be taught to children from an early age. For children with special needs, special learning methods are needed so that the material is conveyed. Educational games can be used as an interesting learning media. In this study, an English educational game was created that had the concepts of a quiz, rearrange, and matching. Fisher-Yates algorithm was applied to randomize the questions so that the questions that came out varied. Fuzzy Sugeno algorithm is also applied to the scoring calculation, with input variables of time, value, and the number of stars obtained. The system test outcomes show that the application of the Fisher-Yates algorithm was successful because every question that came out was randomized. The application of the Fuzzy Sugeno algorithm happened also successful because of the high degree of accuracy. Besides, the use of games shows there is an increase in student understanding as evidenced by the acquisition of grades. The results of the average value in doing the test is from 80.41 to 88.3 after playing the game.
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Karim, Khairul Insan, Chairunnisa Lamasitudju, Ryfial Azhar, Fizar Syafaat, and Anisa Yulandari. "Implementation of Fisher-Yates Shuffle and Fuzzy Tsukamoto in Nusantara Educational Game." Journal of Applied Informatics and Computing 9, no. 2 (2025): 421–31. https://doi.org/10.30871/jaic.v9i2.9248.

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This research introduces "PINUS: Petualangan Ilmu Nusantara," an educational game designed to improve players' knowledge and interest in Indonesian culture, flora, fauna, and national figures. The game incorporates the Fisher-Yates Shuffle algorithm to randomize questions and answers, ensuring variety, and the Fuzzy Tsukamoto algorithm to calculate scores based on player performance for fair and competitive assessment. Quantitative methods were employed, with data collected through interviews, literature reviews, and system testing via alpha testing (black- box) and beta testing (user acceptance testing or UAT). The One Group Pretest- Posttest Design method was also applied. The findings show that the Fisher-Yates Shuffle enhances challenge and engagement, while the Fuzzy Tsukamoto algorithm ensures balanced scoring, fostering motivation. UAT results indicate strong functional acceptance, with an average score of 84.9% ("Strongly Agree"). The pre- test and post-test analysis revealed a score improvement average of 0.307, categorized as moderate. These findings affirm PINUS effectiveness in enhancing learning comprehension by offering interactive features, educational content, and dynamic question variations. The game provides an engaging, accessible, and technology-driven learning medium, making it a valuable tool for supporting educational initiatives.
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Ardiyansa, Fahmi. "Perancangan Aplikasi Kata Lintas: Teka-teki Silang Dengan Menerapkan Aplikasi Fisher Yates." Jurnal Sains dan Teknologi Informasi 1, no. 4 (2022): 103–11. http://dx.doi.org/10.47065/jussi.v1i4.2291.

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Crossword puzzle is a word game which is usually in the form of a series of empty spaces in the form of black and white squares, the objective of this game is to fill the white boxes with letters, form certain words or phrases, by completing clues that lead to to a specific answer. The type of crossword puzzle game is currently developing, one of which is a cross word crossword puzzle, in this game the collection of letters is random and the user will look for a word from the random letters. However, it is still not known what randomization algorithm was used to make the crossword game application to scramble the letters so that they can become random letters that will be compiled by the user. After seeing some previous research, choosing the Fisher Yates Shuffle Algorithm which is applied using the Visual Basic Application as a solution is considered very appropriate, where this algorithm will initialize letters first to numbers then the initialized letters are randomized using an algorithm, and the user guesses the series of letters that are used has been scrambled before.
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Prakarsa, Agung, Asril Adi Sunarto, and Prajoko Prajoko. "Model Pengacakan Soal Ujian Online SMA Menggunakan Metode Linear Congruential Generator dan Fisher Yates." Progresif: Jurnal Ilmiah Komputer 16, no. 2 (2020): 133. http://dx.doi.org/10.35889/progresif.v16i2.519.

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<p><em>Abstrak. </em>Ujian merupakan tes evaluasi hasil belajar untuk mengetahui tingkat pemahaman siswa terhadap kompetensi tertentu dalam mengikuti sesi pembelajaran. Terdapat dua model sistem pelaksanaan ujian saat ini, yaitu model konvensional dan model <em>online</em>. Pelaksanaan ujian tidak luput dari terjadinya kecurangan, sehingga perlu ada tindakan pencegahan agar kecurangan dapat diatasi secara dini. Artikel ini menyajikan penggunaan metode <em>Linear Congruential Generator </em>dan <em>Fisher Yates </em>untuk pengacakan soal ujian <em>online</em>. Hasil dari pengujian menunjukan bahwa dengan menggunakan metode tersebut setiap siswa mendapat soal ujian yang berbeda berdasarkan nomer nis setiap siswa, dan dengan hasil tersebut dapat mencegah kecurangan pada soal ujian.</p><p><strong>Kata kunci</strong><strong>:</strong><em> Pengacakan, Soal Ujian, Algoritma Linear Congruential Generator, Algoritma Fisher Yates.</em></p><p><em> </em></p><p><strong><em>Abstract. </em></strong><em>The test is an evaluation test of learning outcomes to determine the level of student understanding of certain competencies in participating in learning sessions. There are two models of the current test implementation system, namely the conventional model and the online model. Examination is not free from fraud, so there needs to be preventive measures so that cheating can be tackled early. This article presents the use of the Linear Congruential Generator and Fisher Yates methods for randomizing online exam questions. The results of the test show that by using this method each student gets different exam questions based on the nis number of each student, and with these results it can prevent cheating on exam questions.</em></p><p><strong><em>Keywords:</em></strong><em> Randomization, Exam Questions, Linear Congruential Generator Algorithm, Fisher Yates Algorithm.</em></p>
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Asri, Hari Setiawan. "Perancang Aplikasi Game Cangkulan (Kartu Remi) Denganmenerapkan Kombinasi Algoritme Fisher Yatesshuffle Danlinear Congruent Method." TIN: Terapan Informatika Nusantara 3, no. 1 (2022): 5–18. http://dx.doi.org/10.47065/tin.v3i1.1700.

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Games are a type of entertainment that is liked by everyone from the age of children, adults and the elderly. Besides being used to relieve fatigue in activities, a game can also function to train a person's mindset to find solutions to solve a problem that exists in a game. In the past, games were played traditionally such as card games, chess, snakes and ladders, hide and seek, and others. Along with the development of technology, the game was developed into more modern technology, such as computers (PCs) or smartphones. Playing cards or hoe is a game with big cards that play two or four people, a player lowers from the same group of pictures, the winner is considered finished if one of them spends his cards. Randomization in hoop games is very important, because randomization is what makes the game interesting to complete. This could be avoided if the Fisher Yates shuffle (named after its inventors Ronald Fisher and Frank Yates) was used to change the order of randomly assigned entries. The permutations generated by this algorithm appear with the same probability. This algorithm is declared biased because the permutations generated by this algorithm appear with the same probability. This is evidenced by the experiment of randomizing a set of cards that is repeated
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Rahmiati*, Rika Melyanti, Des Suryani, and Ambiyar. "Mobile Game Education About using Capitals Hiragana and Katakana Fisher-Yates Shuffle Algorithm and Fuzzy Tsukamoto." International Journal of Management and Humanities 5, no. 9 (2021): 30–34. http://dx.doi.org/10.35940/ijmh.i1315.055921.

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Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.
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Duha, Mulyahadi Wijaya, Arie Rafika Dewi, and Eka Rahayu. "Online Standard Test System Based on HOTS Using Fisher-Yates Shuffle Algorithm on Final Level Students in Medan State University." CESS (Journal of Computer Engineering, System and Science) 7, no. 2 (2022): 442. http://dx.doi.org/10.24114/cess.v7i2.35657.

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Penelitian ini merupakan penelitian, perancangan dan pengembangan sistem yang dilakukan di Universitas Negeri Medan yang bertujuan untuk: 1)membuat sistem pengacakan soal dengan algoritma Fisher Yates Shuffle; 2)pendataan yang lebih dan akurat terkait hasil penilitian dari tes yang dilaukan mahasiswa; 3)tidak ada pemborosan kertas dan alat ujian; 4)mengukur kemampuan mahasiswa tingkat akhir. Pelaksanaan ujian tes standar bagi mahasiswa tingkat akhir sebelum wisuda selama ini dilakukan belum secara online. Dengan perancangan dan pengembangan sistem, maka solusi terhadap permalahan tersebut yaitu membangun sistem tes standar online berbasis HOTS menggunakan algoritma Fisher-Yates Shuffle sebagai pengacak soal yang dibuat agar meminimalisir tindak kecurangan yang dilaukan mahasiswa. Hasil dari uji coba pada penilitan ini adalah untuk pengacakan soal dan jawaban dapat membuat mahasiswa mendapatkan urutasn soal dan jawaban pada soal pilihan ganda yang berbeda-beda, sehingga dapat meminimalisisr kecurangan-kecurangan dalam proses ujian. Berdasarkan dari hasil pengujian yang telah dilakukan maka dapat disimpulkan bahwa sistem yang telah dibangun berjalan dengan baik sesuai proses yang ada dalam sistem ujian tes standar online berbasais hots.
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Ariandi, Muhamad, and Muhammad Dwiki Ariyadi. "Penerapan Algoritma Fisher Yates Shuffle pada Game Edukasi Pembelajaran Untuk Pendidikan Anak Usia Dini (PAUD)." JURNAL MEDIA INFORMATIKA BUDIDARMA 6, no. 4 (2022): 2120. http://dx.doi.org/10.30865/mib.v6i4.4683.

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Games can be used as educational tools, helping students learn about a particular subject or concept. Just like playing learning educational games for Early Childhood Education (PAUD), it can be a way to learn. In learning activities such as letters, numbers, colors, names of animals, plants, and so on, they still use conventional learning media, so they are less effective in implementing learning, where currently children interact more with smartphones than books, this can This causes parents whose children are still in elementary school, such as reading, counting, writing using books that are less attractive, which can cause children to be lazy to study, and less attractive to children in learning. From that problem, the author is interested in making educational game applications by utilizing smartphone media. And the application of this learning educational game was made by utilizing the Fisher Yates Shuffle Algorithm, by randomizing the questions in this application. Based on the test results, the implementation of the Fisher Yates Shuffle Algorithm for question randomization in the early childhood education learning educational game application (PAUD) went well, was in demand by PAUD children and there were no repeated questions that made PAUD children happier in study.
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Tedyyana, Agus, and Danuri Danuri. "Computer Based Test Untuk Seleksi Masuk Politeknik Negeri Bengkalis." Digital Zone: Jurnal Teknologi Informasi dan Komunikasi 8, no. 2 (2017): 114–24. http://dx.doi.org/10.31849/digitalzone.v8i2.636.

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Abstrak- Penyeleksian calon mahasiswa baru dapat dilakukan dengan aplikasi Computer Based Test (CBT). Metode yang digunakan meliputi teknik pengumpulan data, analisis sistem, model perancangan, implementasi dan pengujian. Penelitian ini menghasilkan aplikasi CBT dimana soal yang dimunculkan dari bank soal melalui proses pengacakan dengan tidak akan memunculkan soal yang sama dengan menggunakan metoda Fisher-Yates Shuffle. Dalam proses pengamanan informasi soal saat terhubung ke jaringan maka diperlukan teknik untuk penyandian pesan agar soal tersebut sebeum dimunculkan melewati proses enkripsi dan deskripsi data terlebih dahulu maka digunakan algoritma kriptografi RSA. Metode perancangan perangkat lunak menggunakan model waterfall, perancangan database menggunakan entity relationship diagram, perancangan antarmuka menggunakan hypertext markup language (HTML) Cascading Style Sheet (CSS) dan jQuery serta diimplementasikan berbasis web dengan menggunakan bahasa pemrograman PHP dan database MySQL, Arsitektur jaringan yang digunakan aplikasi Computer Based Test adalah model jaringan client-server dengan jaringan Local Area Network (LAN).
 Kata kunci: Computer Based Test, Fisher-Yates Shuffle, Criptography, Local Area Network 
 Abstract- Selection of new student candidates can be done with Computer Based Test (CBT) application. The methods used include data collection techniques, system analysis, design model, implementation and testing. This study produces a CBT application where the questions raised from the question bank through randomization process will not bring up the same problem using the Fisher-Yates Shuffle method. In the process of securing information about the problem when connected to the network it is necessary techniques for encoding the message so that the problem before appear through the process of encryption and description of data first then used RSA cryptography algorithm. Software design method using waterfall model, database design using entity relationship diagram, interface design using hypertext markup language (HTML) Cascading Style Sheet (CSS) and jQuery and implemented web-based using PHP programming language and MySQL database, Network architecture used application Computer Based Test is a client-server network model with a Local Area Network (LAN) network. Keywords: Computer Based Test, Fisher-Yates Shuffle, Criptography, Local Area Network
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Rahman, Ben, Mochamad Naufal Shofy, and Septi Andryana. "IMPLEMENTATION OF FISHER-YATES SHUFFLE ALGORITHM IN ANDROID-BASED JAVANESE BATIK CULTURE EDUCATION GAME." JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) 10, no. 1 (2024): 42–52. http://dx.doi.org/10.33480/jitk.v10i1.5256.

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Batik, as one of Indonesia's precious cultural heritages, has a variety of motifs in the art of batik in this country. The preservation of batik is important and the success of educational games in supporting this goal has been proven. Understanding the complex meaning and philosophy of batik is difficult given the variety of motifs. Therefore, this research creates an Android game that incorporates elements of batik culture to introduce the meaning and philosophy of Indonesian batik to the next generation. Android technology makes learning more flexible, allowing unrestricted access to information. By following the Game Development Life Cycle (GDLC) method and integrating the Fisher-Yates Shuffle algorithm and Finite State Machine (FSM), this game takes players on an adventure against Non-Playable Character (NPC) characters using the FSM model. The Fisher-Yates Shuffle algorithm is used to randomize 10 questions, making each game session unique. The algorithm test results showed an average question execution time of about 35.6 microseconds, indicating stable performance despite variations in each trial. The alpha test results showed an average score of 87%, covering aspects of information readability, responsiveness, player motivation, combat experience, educational benefits, as well as satisfaction, and game design that showed good performance. Thus, this research succeeded in creating an educational game that is entertaining and educational, as well as helping to maintain and introduce batik cultural heritage to the next generation.
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Louchard, Guy, Helmut Prodinger, and Stephan Wagner. "Joint Distributions for Movements of Elements in Sattolo's and the Fisher-Yates Algorithm." Quaestiones Mathematicae 31, no. 4 (2008): 307–44. http://dx.doi.org/10.2989/qm.2008.31.4.2.606.

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Riza, Ozzy Secio, Rosalina, Rendi Saputra, and Aulia Arham. "Peningkatan Keamanan Pengacakan Soal Ujian Computer Assisted Test (CAT) Penerimaan Mahasiswa UIN Imam Bonjol." Jurnal Teknologi Informasi dan Ilmu Komputer 12, no. 2 (2025): 457–68. https://doi.org/10.25126/jtiik.1229381.

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Teknologi informasi telah membuka akses luas terhadap sumber belajar dan berperan signifikan dalam pelaksanaan tes ujian masuk perguruan tinggi, termasuk adopsi ujian berbasis komputer. Proses penerimaan mahasiswa baru merupakan tugas yang krusial dan menantang. Penelitian ini bertujuan untuk meningkatkan keamanan sistem ujian masuk mahasiswa baru jalur mandiri di UIN Imam Bonjol Padang dengan memperbaiki teknik pengacakan soal pada Computer Assisted Test (CAT). Pengacakan soal dalam sistem CAT yang ada saat ini masih menggunakan prosedur pengacakan standar, yang secara kriptografi tidak aman karena prediktabilitasnya. Untuk mengatasi masalah ini, penelitian mengusulkan penggunaan kombinasi algoritma Fisher-Yates Shuffle dan Chaos Map. Fisher-Yates Shuffle menawarkan efektivitas pengacakan tinggi dengan kompleksitas optimal (O(n)), sementara Chaos Map sangat sensitif terhadap nilai awal, sehingga cocok digunakan untuk pengacakan yang lebih aman. Dengan algoritma ini, soal dan pilihan jawaban diacak berdasarkan nomor peserta, sehingga setiap peserta mendapat soal yang berbeda, mengurangi kemungkinan kecurangan. Hasil penelitian menunjukkan bahwa sistem CAT dengan teknik pengacakan baru ini lebih aman dan efektif dimana terjadi penurunan kemiripan soal sebesar 67,85% dalam tingkat kemiripan soal dari 0,339 menjadi 0,109, yang menunjukkan bahwa algoritma yang diusulkan menghasilkan pengacakan soal yang lebih merata dan lebih sedikit pengulangan soal di antara peserta ujian. Abstract Information technology has provided wide access to learning resources and played a significant role in the implementation of college entrance exams, including the adoption of computer-based exams. The process of admitting new students is a crucial and challenging task. This study aims to enhance the security of the independent student entrance exam system at UIN Imam Bonjol Padang by improving the question randomization technique in the Computer-Assisted Test (CAT). The current CAT system still uses a standard randomization procedure, which is cryptographically insecure due to its predictability. To address this issue, the study proposes a combination of the Fisher-Yates Shuffle and Chaos Map algorithms. Fisher-Yates Shuffle offers high randomization effectiveness with optimal complexity (O(n)), while Chaos Map is highly sensitive to initial values, making it ideal for more secure randomization. With this approach, questions and answer choices are randomized based on participant numbers, ensuring each participant receives different questions, thus reducing the possibility of cheating. The results show that the CAT system with this new randomization technique is more secure and effective where there is a 67.85% decrease in the question similarity rate from 0.339 to 0.109, which indicates that the proposed algorithm results in more even question randomization and less question repetition among examinees.
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Riza, Ozzy Secio, Rosalina, Rendi Saputra, and Aulia Arham. "Peningkatan Keamanan Pengacakan Soal Ujian Computer Assisted Test (CAT) Penerimaan Mahasiswa UIN Imam Bonjol." Jurnal Teknologi Informasi dan Ilmu Komputer 12, no. 2 (2025): 457–68. https://doi.org/10.25126/jtiik.2025129381.

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Teknologi informasi telah membuka akses luas terhadap sumber belajar dan berperan signifikan dalam pelaksanaan tes ujian masuk perguruan tinggi, termasuk adopsi ujian berbasis komputer. Proses penerimaan mahasiswa baru merupakan tugas yang krusial dan menantang. Penelitian ini bertujuan untuk meningkatkan keamanan sistem ujian masuk mahasiswa baru jalur mandiri di UIN Imam Bonjol Padang dengan memperbaiki teknik pengacakan soal pada Computer Assisted Test (CAT). Pengacakan soal dalam sistem CAT yang ada saat ini masih menggunakan prosedur pengacakan standar, yang secara kriptografi tidak aman karena prediktabilitasnya. Untuk mengatasi masalah ini, penelitian mengusulkan penggunaan kombinasi algoritma Fisher-Yates Shuffle dan Chaos Map. Fisher-Yates Shuffle menawarkan efektivitas pengacakan tinggi dengan kompleksitas optimal (O(n)), sementara Chaos Map sangat sensitif terhadap nilai awal, sehingga cocok digunakan untuk pengacakan yang lebih aman. Dengan algoritma ini, soal dan pilihan jawaban diacak berdasarkan nomor peserta, sehingga setiap peserta mendapat soal yang berbeda, mengurangi kemungkinan kecurangan. Hasil penelitian menunjukkan bahwa sistem CAT dengan teknik pengacakan baru ini lebih aman dan efektif dimana terjadi penurunan kemiripan soal sebesar 67,85% dalam tingkat kemiripan soal dari 0,339 menjadi 0,109, yang menunjukkan bahwa algoritma yang diusulkan menghasilkan pengacakan soal yang lebih merata dan lebih sedikit pengulangan soal di antara peserta ujian. Abstract Information technology has provided wide access to learning resources and played a significant role in the implementation of college entrance exams, including the adoption of computer-based exams. The process of admitting new students is a crucial and challenging task. This study aims to enhance the security of the independent student entrance exam system at UIN Imam Bonjol Padang by improving the question randomization technique in the Computer-Assisted Test (CAT). The current CAT system still uses a standard randomization procedure, which is cryptographically insecure due to its predictability. To address this issue, the study proposes a combination of the Fisher-Yates Shuffle and Chaos Map algorithms. Fisher-Yates Shuffle offers high randomization effectiveness with optimal complexity (O(n)), while Chaos Map is highly sensitive to initial values, making it ideal for more secure randomization. With this approach, questions and answer choices are randomized based on participant numbers, ensuring each participant receives different questions, thus reducing the possibility of cheating. The results show that the CAT system with this new randomization technique is more secure and effective where there is a 67.85% decrease in the question similarity rate from 0.339 to 0.109, which indicates that the proposed algorithm results in more even question randomization and less question repetition among examinees.
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Aditiya, Trisna, Noni Juliasari, and Pipin Farida Ariyani. "Application Of The Fisher Yates Shufle Algorithm Method In Android-Based Culture Education Games." Bit (Fakultas Teknologi Informasi Universitas Budi Luhur) 19, no. 2 (2022): 124. http://dx.doi.org/10.36080/bit.v19i2.2135.

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Abdul Azis, Agung Triayudi, and Endah Tri Esthi Handayani. "Application of Academic Potential Test for New Student Admission Using Fisher-Yates Shuffle Algorithm." SAGA: Journal of Technology and Information System 2, no. 1 (2024): 200–211. http://dx.doi.org/10.58905/saga.v2i1.254.

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The selection process of new students in educational institutions, such as in Sekolah Menengah Kejuruan (SMK) Wisata Indonesia which still uses conventional methods using paper, has several challenges. One of the main challenges is test cheating, where prospective students may try to manipulate their test results to increase their chances of being accepted. In addition, another challenge faced by SMK Wisata Indonesia is that when the number of prospective students who register is very large, managing answers and exam results can become more complicated. This research aims to design and build an Android-based Academic Potential Test application by applying the Fisher-Yates Shuffle algorithm to randomize the order of questions. This research also uses the RUP (rational Unified Process) system development technique which has several phases, namely the Inception phase, Elaboration phase, Construction phase and Transition phase. The validation testing carried out obtained overall valid results so that the application that has been designed is in accordance with user needs. Meanwhile, usability testing in the Academic Potential Test Application using the SEQ method resulted in an average Likert score for students of 6.63 with a user-friendliness percentage of around 94%. As for teachers, the Likert average score is 6.53 with a percentage of ease of use of around 93%. This shows that the Academic Potential Test Application that has been built is EASY TO USE
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Arditya, Karisma Nanda, Moh Bhanu Setyawan, and Adi Fajaryanto Cobantoro. "INTEGRASI ALGORITMA FISHER-YATES SEBAGAI PENGEMBANGAN E-LEARNING DI UNIT KEGIATAN BELAJAR MANDIRI." KOMPUTEK 5, no. 1 (2021): 58. http://dx.doi.org/10.24269/jkt.v5i1.684.

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E-learning is currently very important and a must for educational institutions. Many e-learning application platforms are based on Learning Management System (LMS) that can be used by schools, whether they are open source, paid for or build their own applications. There are many considerations that must be faced when deciding to use an e-learning-based application (LMS) including infrastructure readiness, costs and application compatibility with the e-learning concept desired by educational institutions. The availability of features in the e-learning system is one that must be adjusted to the e- learning concept that will be selected. Each institution may be able to determine its own characteristics that can be specific and not yet fully accommodated in the e-learning application that currently exists. One of them is the feature to randomize exam questions to ensure that each student gets different questions with the same composition. This research will try to answer this problem by integrating the fisher-yates shuffel algorithm. The success of this algorithm integration will be assessed by conducting an exam simulation involving two classes and seeing how the system will randomly divide the exam questions to each student. The first assessment is the suitability of the composition of the questions and the similarity of the questions between students, the less students receive the same questions appearing on the exam questions, the better the system performance.
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Fadilla, Desty Rahma, Fauziah Fauziah, and Rima Tamara Aldisa. "Pengenalan Bendera Negara Dengan Fisher Yates- Shuffle Pada Game Edukasi Android Menggunakan Metode GDLC." Journal of Information System Research (JOSH) 4, no. 4 (2023): 1377–86. http://dx.doi.org/10.47065/josh.v4i4.3754.

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This research aims to address the negative impact of less educational games by creating an interactive educational game for Android that combines learning about national flags and memorizing flag images, thus enhancing logical thinking skills in children. It is developed using the Flutter framework as the development platform and follows the GDLC method, with alpha testing conducted using the blackbox method. The Fisher-Yates Shuffle algorithm is implemented for shuffling the flag images and the order of elements in the card list. The testing method involves using the Debug Console in Visual Studio Code to verify the success of the shuffling process. The conducted testing, performed six times, demonstrates the algorithm's success in shuffling the card order for each level. In the easy level, the randomized order is 6, 10, 8, 5, 3, 4, 11, 2, 7, 1, 12, 9. In the normal level, the randomized order is 6, 11, 20, 16, 1, 13, 19, 17, 9, 2, 15, 4, 10, 12, 14, 8, 5, 7, 2, 18. In the hard level, the randomized order is 2, 14, 1, 21, 7, 18, 24, 22, 10, 23, 6, 11, 15, 9, 17, 4, 8, 3, 5, 13, 16, 12, 19, 20. The Fisher-Yates Shuffle algorithm successfully generates diverse shuffling of flag images and avoids repeating the random order of cards each time the game starts. Thus, this game can provide stimulation to the brain and encourage children to effectively enhance their object memory skills.
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Mitchell, Rory, Daniel Stokes, Eibe Frank, and Geoffrey Holmes. "Bandwidth-Optimal Random Shuffling for GPUs." ACM Transactions on Parallel Computing 9, no. 1 (2022): 1–20. http://dx.doi.org/10.1145/3505287.

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Linear-time algorithms that are traditionally used to shuffle data on CPUs, such as the method of Fisher-Yates, are not well suited to implementation on GPUs due to inherent sequential dependencies, and existing parallel shuffling algorithms are unsuitable for GPU architectures because they incur a large number of read/write operations to high latency global memory. To address this, we provide a method of generating pseudo-random permutations in parallel by fusing suitable pseudo-random bijective functions with stream compaction operations. Our algorithm, termed “bijective shuffle” trades increased per-thread arithmetic operations for reduced global memory transactions. It is work-efficient, deterministic, and only requires a single global memory read and write per shuffle input, thus maximising use of global memory bandwidth. To empirically demonstrate the correctness of the algorithm, we develop a statistical test for the quality of pseudo-random permutations based on kernel space embeddings. Experimental results show that the bijective shuffle algorithm outperforms competing algorithms on GPUs, showing improvements of between one and two orders of magnitude and approaching peak device bandwidth.
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Maryono, Iyon, Wildan Budiawan Zulfikar, and Rahayu Kariadinata. "The implementation of fisher yates shuffle on aljabar learning media based on hybrid application." MATEC Web of Conferences 197 (2018): 01006. http://dx.doi.org/10.1051/matecconf/201819701006.

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Learning media are widely circulated in the school environment, especially Madrasah Tsanawiyah is a native-shaped media for a particular type of smart phone. There is a problem if there are learners who use different types of smart phones of different types of OS, brand, type, and screen size. This work proposed a hybrid application technology to design the learning media so that it can be accessed by various types of smart phones. Rational Unified Process (RUP) implementing as the main framework. The Fisher Yates Shuffle algorithm applied to the training module and exam to display the sequence of questions and random answer options.
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Reyca Liani Chandra, Beny Beny, and Agus Nugroho. "Perancangan Aplikasi Pembelajaran Dasar Bahasa Jepang Berbasis Android Dengan Implementasi Algoritma Fisher-Yates Shuffle." Jurnal Informatika Dan Rekayasa Komputer(JAKAKOM) 3, no. 1 (2023): 330–41. http://dx.doi.org/10.33998/jakakom.2023.3.1.718.

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The ability of a foreign language is a distinct advantage for an individual. One of the most popular foreign languages is Japanese. Based on a questionnaire that has been conducted to 44 respondents, 65.9% have an interest in learning Japanese for various reasons. Then 93.8% stated that the Japanese language learning media was not enough. This application contains basic Japanese material such as katakana, hiragana, kanji, and grammar material that is equipped with questions that can be done by the user. This application is made by implementing the Fisher-Yates Shuffle algorithm which is used to randomize the questions contained in this application. So that users can work on questions repeatedly.
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Zaliluddin, Dadan, Ade Bastian, Mira Siti Samira Yuliani, Esa Firmansyah, Sarmidi, and Yusuf Sumaryana. "Engaging Teens in History through a Mobile Game Utilizing the Fisher-Yates Shuffle Algorithm and Honeycomb UX Design." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 22 (2024): 35–49. http://dx.doi.org/10.3991/ijim.v18i22.50705.

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This study uses the Fisher-Yates shuffle (FYS) algorithm and the Honeycomb UX method to create a smartphone game to engage teens in history learning. Gaming technology has improved rapidly, creating more compelling educational techniques. Educational games are designed to boost students’ computation and cognition. Few studies have merged FYS and Honeycomb in mobile history instructional games. This study uses an innovative technique to instruct young people about history. Smartphones are developed and evaluated using the FYS for randomization and the Honeycomb UX for user experience. Few studies have integrated these two aspects into mobile educational and historical games. According to a survey, this game improves teen historical knowledge and interest. Honeycomb UX testing yielded an average score of 3.75, suggesting user approval. In conclusion, algorithms and UX in educational games can increase local history knowledge.
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Huzena, Bayu Ramdhan, Fatmawati Fatmawati, and Popon Handayani. "Rancang Bangun Aplikasi Game Edukasi Tebak Gambar Dan Fuzzle Untuk Anak Usia Dini." Journal of Informatic and Information Security 1, no. 1 (2020): 41–52. http://dx.doi.org/10.31599/jiforty.v1i1.139.

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Abstract
 
 One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.
 
 Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates
 
 Abstrak
 
 Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.
 
 Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates
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Bukhori, Saiful, Ngesti Dania Putri, and Anang Andrianto. "Randomization of Institutional Testing Program Test of English as a Foreign Language Using Fisher Yates Algorithm." Research Journal of Applied Sciences, Engineering and Technology 13, no. 1 (2016): 57–63. http://dx.doi.org/10.19026/rjaset.13.2890.

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Kiswara, Ade, Fenina Adline Twince Tobing, Cian Ramadhona Hassolthine, and Muhammad Ikhwani Saputra. "Implementation of Gamification Method and Fisher-Yates Shuffle Algorithm for Design and Development Django Learning Application." Ultimatics : Jurnal Teknik Informatika 16, no. 2 (2025): 142–48. https://doi.org/10.31937/ti.v16i2.3874.

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The web framework emerges as a solution to enhance web development efficiency. Django, an open-source web framework written in the Python programming language, is one of the popular frameworks. Currently, there are not many programming learning platforms that provide specific programming learning materials for Django, implementing a method to boost user interest in using the platform. This research aims to design and build a web-based Django learning application using gamification methods designed based on the octalysis framework to enhance user learning interest. It also incorporates the Fisher-Yates shuffle algorithm to randomize questions for more variety. The application was tested by several users by filling out a questionnaire prepared using the Hedonic Motivation System Adoption Model (HMSAM). The evaluation results of the application obtained an average percentage of 84,15% in the aspect of behavioral intention to use, which means users strongly agree that the djangoing application generates a desire to use it again in the future. Furthermore, the results in the aspect of immersion were 81,44%, which means users agree that the djangoing application creates an immersive learning experience for the Django framework.
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Syaifulloh, Rifky. "PERANCANGAN GAME EDUKASI SEBAGAI MEDIA PEMBELAJARAN BERBASIS MOBILE MENGGUNAKAN ALGORITMA FISHER-YATES DAN FLOOD FILL." KLIK - KUMPULAN JURNAL ILMU KOMPUTER 8, no. 1 (2021): 1. http://dx.doi.org/10.20527/klik.v8i1.353.

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<p><em>Information technology is currently increasingly developing, especially on smartphone devices. The reason various users use smartphone devices is their practical size and of course their portability. Smartphone devices can also be a learning medium in the form of games or games, one of which is games for children's education. The problem that often occurs in children in the way of learning is that it is easy to develop boredom if the child is only encouraged by learning material without any entertainment or games. This game is designed to change the way of learning, especially in early childhood between the ages of 3 to 6 years. This mobile-based game is made using the App Inventor with an interactive and attractive display to learn to recognize numbers, fruit, letters, animals, vegetables and colors as well as quiz questions. In this educational game that was made, it was designed using the Rapid Application Development (RAD) method as a completion stage starting from the planning stage to the implementation stage of the program. This educational game also applies the Fisher-Yates algorithm to randomize questions. The results of this study show 10 quiz questions randomly from 15 existing questions, and apply the Flood Fill algorithm for coloring objects or images. With the design of games for mobile-based education, it is hoped that it can make children's brains more active and creative during their growth period and help children's learning processes in order to increase their broader knowledge.</em></p><p><strong><em>Keyword: </em></strong><em>App Inventor, Fisher Yates, Flood Fill, Education Game, RAD</em><em> </em></p><p><em>Teknologi informasi pada saat ini semakin hari semakin berkembang, khususnya pada perangkat smartphone. Alasan dari berbagai pengguna menggunakan perangkat smartphone adalah ukurannya yang praktis dan tentunya mudah dibawa. Perangkat smartphone juga bisa menjadi media pembelajaran dalam bentuk permainan atau game, salah satunya adanya game untuk edukasi anak. Permasalahan yang kerap terjadi pada anak dalam cara belajar yaitu mudah timbulnya kebosanan jika anak hanya didorongkan oleh materi pembelajaran saja tanpa adanya hiburan atau permainan. Dirancangnya game ini untuk mengubah cara belajar khususnya pada anak usia dini antara umur 3 sampai 6 tahun. Pada game berbasis mobile ini dibuat menggunakan App Inventor dengan tampilan yang interaktif dan menarik untuk belajar mengenal angka, buah, huruf, hewan, sayur dan warna serta adanya soal kuis. Pada game edukasi ini yang dibuat ini dirancang menggunakan metode Rapid Application Development (RAD) sebagai tahapan penyelesaian mulai dari tahap perencanaan sampai tahap implementasi dari program. Pada game edukasi ini juga menerapkan algoritma Fisher-Yates untuk melakukan pengacakan soal. Pada hasil penelitian ini ditampilkan 10 soal kuis secara acak dari 15 soal yang ada, serta menerapkan algoritma Flood Fill untuk pewarnaan objek atau gambar. Dengan dirancangnya game untuk edukasi berbasis mobile ini diharapkan dapat membuat otak anak lebih aktif dan kreatif dimasa pertumbuhannya serta membantu proses belajar anak agar dapat menambah pengetahuan yang lebih luas.</em></p><p><strong><em>Kata kunci:</em></strong><em> App Inventor, Fisher Yates, Flood Fill, Game Edukasi, RAD</em></p>
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Andrian, Denis. "Penerapan Algoritma Fisher-Yates Pada Aplikasi Sahabat Cerita Untuk Pengenalan Sahabat Nabi Berbasis Android." Jurnal Ilmu Komputer 8, no. 2 (2019): 16–23. http://dx.doi.org/10.33060/jik/2019/vol8.iss2.134.

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The introduction of the exemplary figures of the Companions of the Prophet was needed as a means of children's learning in behavior and religion, so that children have better role models to emulate. Exemplary stories in book form are sometimes less interactive. The introduction of role models who can be accessed at any time is needed, so that it can facilitate the learning process. Almost all aspects of human life can not be separated from smartphones. The use of smartphones also includes not only adults but also children. Android is a smartphone operating system that is in demand by all circles of society today. Making this application is designed using Android Studio 3.2 software and using the Java programming language. System development uses the waterfall model including analysis, design, implementation, testing and maintenance. This application displays a variety of exemplary stories from the Prophet's companions in the form of animated stories and videos, by using the Fisher-Yates Shuffle algorithm method which is a form of randomization of questions so as to make the question not boring. This application is expected to be one of the learning media for parents to accompany their children by utilizing an Android operating system smartphone
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Erika, Atmaja, and Istiono Wirawan. "Children's Basic Etiquette Learning in Mobile Application." International Journal of Multidisciplinary Research and Analysis 05, no. 11 (2022): 3248–54. https://doi.org/10.5281/zenodo.7375392.

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The level of value and ethical crisis that occurs in children still tend to be found in society. It could be influenced by parenting patterns and observed based on daily interactions (talk and behave). Improving children’s understanding can be done through a game because it is considered to be an effective way and able to provide entertainment for children. This research uses the modern method from the Fisher-Yates Shuffle algorithm for randomizing quiz questions because it has linear time complexity and constant space complexity. Based on the results of testing using a questionnaire to 38 respondents, the score of player satisfaction using the GUESS-18 calculation method is 82.08% which is a value with the predicate ’Good’. For the comparison of quiz scores on the pretest and post-test questions given, there were 86.84% of players managed to experience an increase in ethical development after completing learning through the game My Little Adventurer.
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Saokani, Ukan, Mohamad Irfan, Dian Sa'adillah Maylawati, Rachmat Jaenal Abidin, Ichsan Taufik, and Riyan Naufal Hay's. "Comparison of the Fisher-Yates Shuffle and the Linear Congruent Algorithm for Randomizing Questions in Nahwu Learning Multimedia." Khazanah Journal of Religion and Technology 1, no. 1 (2023): 10–14. http://dx.doi.org/10.15575/kjrt.v1i1.159.

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Nahwu Quiz is a basic Arabic learning application that can be played by the public over the age of 12 years. In the question practice menu, there are questions and 4 multiple choice questions. The user only needs to choose one of the multiple choices that the user thinks is correct/matches the question at hand. In one game, there are 5 questions. After answering all these questions, you will immediately see the score. The purpose of developing this application apart from being a medium of entertainment as well as a medium of learning and memory training for game users (users). To make this Nahwu Quiz application, the authors use the Fisher Yates Shuffle (FYS) algorithm which is used to perform the randomization function in multiple choice and the Linear Congruent Method (LCM) algorithm as a comparison. White box and black box testing were applied to see the feasibility of the program and to obtain efficiency in the comparison of randomization methods. The results of white box and black box testing on the application show that the application is feasible. with reference to the white box test results that the FYS algorithm and the LCM have the same complexity as the result of cyclomatic complexity = 2.
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V. Nivedita, J. Juslin Sega, Ramshankar TV, Jathi Vignesh K, and Raja Kannan. "Color-based music playlist generator: A personalized approach." International Journal of Science and Research Archive 14, no. 2 (2025): 1495–500. https://doi.org/10.30574/ijsra.2025.14.2.0465.

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This project presents an innovative music playlist generator designed to align with the user’s emotional state. The system utilizes a real-time emotion input mechanism to curate personalized playlists that reflect the user’s current mood. By integrating a simple user interface with efficient data management and the Fisher-Yates shuffle algorithm, the generator provides a dynamic and engaging music selection experience. Users can select their emotional state via a range slider, which triggers the system to fetch and shuffle a playlist of music tracks from a pre-defined JSON database. The approach enhances traditional music recommendation methods by adding an environmental context, resulting in a more relevant and satisfying listening experience. The system’s modular design allows for future enhancements, such as incorporating advanced recommendation algorithms and expanding its functionality. Overall, this project demonstrates the potential of color-driven recommendations to improve user engagement and satisfaction in music selection.
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