Marcellio, Vincent (2023) PEMBELAJARAN HURUF JEPANG BERBASIS GAME MENGGUNAKAN ALGORITMA FISHER-YATES SHUFFLE. Undergraduate thesis, Universitas Katolik Musi Charitas Palembang.
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Abstract
The rapid advancement of technology in the present time has significantly influenced the effectiveness, progress, and convenience for students in learning a new language. In this case study, Shimeta Education Center in Palembang, which offers Japanese as one of its subjects, currently lacks software that can assist students in effectively memorizing Japanese characters. Therefore, it would be highly beneficial to have a method that can help students at this educational institution remember these characters in a fun and efficient way. Consequently, a game was developed to aid students in memorizing Japanese characters in an engaging and effective manner. The game incorporates the Fisher-Yates shuffle algorithm to randomize the questions, ensuring that the game presents new challenges by continuously changing the questions. The research concludes that the game was successfully built using Unity3D, and the Fisher-Yates shuffle algorithm was effectively implemented in the game, with 96.7% of the respondents expressing satisfaction after playing the game. Keywords: Technology, Japanese Words, Game, Fisher-Yates Shuffle
Item Type: | Thesis (Undergraduate) |
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Uncontrolled Keywords: | Technology;Japanese Words;Game;Fisher-Yates Shuffle |
Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | Theses - S1 > Informatics Study Program |
Depositing User: | Vincent Marcellio |
Date Deposited: | 25 Aug 2023 02:26 |
Last Modified: | 06 Oct 2023 11:09 |
URI: | http://eprints.ukmc.ac.id/id/eprint/10599 |
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