Enhancing English Vocabulary Learning with Fisher-Yates Shuffle Algorith

The limited penetration of educational games compared to other genres highlights the need for more engaging digital learning tools, particularly for English as a Foreign Language (EFL) learning at the elementary level. This study developed an Android-based educational game that applies the Fisher-Yates Shuffle algorithm to support vocabulary and phrase mastery among Grade III students. The algorithm was employed to generate fair, unpredictable, and varied challenges by randomizing letters and words while integrating distractor elements to increase cognitive demand. The development process followed the Game Development Life Cycle (GDLC) framework, and the game was tested with 47 students at SDN 2 Pamulihan, Indonesia. Evaluation included a User Acceptance Test (UAT) and pre–post comprehension tests. Results showed high feasibility, with an overall acceptance rate of 86.06%. Moreover, significant learning gains were observed: vocabulary scores improved by 33%, phrase construction by 51.5%, and overall comprehension by 40.8%. These findings demonstrate that algorithmic randomization combined with gamification and contextualized materials enhances motivation and language acquisition. The study contributes by linking algorithm-driven fairness to measurable educational outcomes, offering evidence that adaptive educational games can complement classroom instruction in EFL learning.

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Publication Details

Journal
SisInfo Jurnal Sistem Informasi dan Informatika
Published
2025-08-27
DOI
https://doi.org/10.37278/sisinfo.v7i2.1306
Primary Topic
Plant Pathogenic Bacteria Studies
Type
article
Field-Weighted Citation Impact
0.00
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article

Enhancing English Vocabulary Learning with Fisher-Yates Shuffle Algorith

SisInfo Jurnal Sistem Informasi dan Informatika
Plant Pathogenic Bacteria Studies
article

Enhancing English Vocabulary Learning with Fisher-Yates Shuffle Algorith

article en

Abstract

The limited penetration of educational games compared to other genres highlights the need for more engaging digital learning tools, particularly for English as a Foreign Language (EFL) learning at the elementary level. This study developed an Android-based educational game that applies the Fisher-Yates Shuffle algorithm to support vocabulary and phrase mastery among Grade III students. The algorithm was employed to generate fair, unpredictable, and varied challenges by randomizing letters and words while integrating distractor elements to increase cognitive demand. The development process followed the Game Development Life Cycle (GDLC) framework, and the game was tested with 47 students at SDN 2 Pamulihan, Indonesia. Evaluation included a User Acceptance Test (UAT) and pre–post comprehension tests. Results showed high feasibility, with an overall acceptance rate of 86.06%. Moreover, significant learning gains were observed: vocabulary scores improved by 33%, phrase construction by 51.5%, and overall comprehension by 40.8%. These findings demonstrate that algorithmic randomization combined with gamification and contextualized materials enhances motivation and language acquisition. The study contributes by linking algorithm-driven fairness to measurable educational outcomes, offering evidence that adaptive educational games can complement classroom instruction in EFL learning.

SisInfo Jurnal Sistem Informasi dan InformatikaVol. 7(2)
Universitas Kuningan (ID)
Openalex Percentile: Top 32%
Plant Pathogenic Bacteria Studies
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