Implementation of Fisher-Yates Shuffle and Fuzzy Tsukamoto in Nusantara Educational Game

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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Publication Details

Journal
Journal of Applied Informatics and Computing
Published
2025-03-25
DOI
https://doi.org/10.30871/jaic.v9i2.9248
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Implementation of Fisher-Yates Shuffle and Fuzzy Tsukamoto in Nusantara Educational Game

Ryfial Azhar, Chairunnisa Ar Lamasitudju, Khasniza binti Abd Karim, Fizar Syafaat et al.
Journal of Applied Informatics and Computing
Educational Games and Gamification
article

Implementation of Fisher-Yates Shuffle and Fuzzy Tsukamoto in Nusantara Educational Game

Ryfial Azhar, Chairunnisa Ar Lamasitudju, Khasniza binti Abd Karim, Fizar Syafaat, Anisa Yulandari
article en

Abstract

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.

Journal of Applied Informatics and ComputingVol. 9(2)
Tadulako University (ID)
Openalex Percentile: Top 91%
Educational Games and Gamification
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