Perancangan Game Edukasi Python Berbasis Web Menggunakan Algoritma Knuth Shuffle
PDF

Keywords

Edupython
GDD
game edukasi
Knuth Shuffle
Python

How to Cite

Perancangan Game Edukasi Python Berbasis Web Menggunakan Algoritma Knuth Shuffle. (2025). Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi), 9(2), 1538-1547. https://doi.org/10.29407/mrkcqh04

Abstract

Media pembelajaran interaktif sangat dibutuhkan dalam pembelajaran pemrograman di SMK. Meskipun Python populer dan mudah dipahami, banyak siswa masih kesulitan dalam memahami konsep dasarnya. Penelitian ini merancang EduPython Adventure, game edukasi berbasis web yang menggunakan algoritma Knuth Shuffle untuk mengacak soal sehingga tidak repetitif. Metode yang digunakan adalah Game Development Document (GDD) yang meliputi analisis kebutuhan, perancangan, pengembangan gameplay, dan implementasi algoritma. Hasil implementasi menunjukkan bahwa game dapat menyajikan soal secara acak dan adaptif. Pengujian algoritma menunjukkan distribusi acak yang merata. Game ini dapat diakses tanpa instalasi, mendukung berbagai perangkat, dan menyediakan fitur pembelajaran bertahap. Kesimpulannya, game ini berpotensi menjadi media pembelajaran yang menarik dan inovatif untuk mendukung pemahaman dasar Python di SMK.

PDF

References

[1] M. Videnovik, T. Vold, L. Kiønig, A. Madevska Bogdanova, dan V. Trajkovik, “Game-based

learning in computer science education: a scoping literature review,” 1 Desember 2023, Springer

Science and Business Media Deutschland GmbH. doi: 10.1186/s40594-023-00447-2.

[2] D. Rais dan Z. Xuezhi, “Elevating student engagement and academic performance: A quantitative

analysis of Python programming integration in the Merdeka Belajar curriculum,” Journal on

Mathematics Education, vol. 15, no. 2, hlm. 495–516, 2024, doi: 10.22342/jme.v15i2.pp495-516.

[3] H. C. Ling, K. L. Hsiao, dan W. C. Hsu, “Can Students’ Computer Programming Learning

Motivation and Effectiveness Be Enhanced by Learning Python Language? A Multi-Group

Analysis,” Front Psychol, vol. 11, Jan 2021, doi: 10.3389/fpsyg.2020.600814.

[4] U. Saokani, M. Irfan, D. S. Maylawati, R. J. Abidin, dan I. Taufik, “Comparison of the FisherYates Shuffle and the Linear Congruent Algorithm for Randomizing Questions in Nahwu

Learning Multimedia,” Khazanah Journal of Religion and Technology, vol. 1, no. 1, hlm. 10–14,

2023, doi: 10.15575/kjrt.v1i1.159.

[5] A. Thariq dan A. Pattimura, “Penerapan Metode Fisher Yates Shuffle Pada Game Edukasi

Pendidikan Agama Islam,” Bulletin of Computer Science Research, vol. 4, no. 3, hlm. 290–297,

2024, doi: 10.47065/bulletincsr.v4i3.344.

[6] C. Kirana, B. Wijaya, dan A. Holil, “Implementation of the Fisher-Yates Shuffle Algorithm in

Exam-Problem Randomization on M-Learning Applications,” Khazanah Informatika : Jurnal Ilmu

Komputer dan Informatika, vol. 7, no. 2, hlm. 47–51, 2021, doi: 10.23917/khif.v7i2.11761.

[7] D. Hooshyar, M. Pedaste, dan Y. Yang, “Mining educational data to predict students’ performance

through procrastination behavior,” Entropy, vol. 22, no. 1, hlm. 12, Jan 2020, doi:

10.3390/e22010012.

[8] W. aulia Rohmah, A. Asriyanik, dan W. Apriyandari, “Implementation of the Algorithm Fisher

Yates Shuffle on Game Quiz Environment,” JOURNAL OF INFORMATICS AND

TELECOMMUNICATION ENGINEERING, vol. 4, no. 1, hlm. 161–172, Jul 2020, doi:

10.31289/jite.v4i1.3863.

[9] J. L. Plass, B. D. Homer, dan C. K. Kinzer, “Foundations of Game-Based Learning,” Educ

Psychol, vol. 50, no. 4, hlm. 258–283, Okt 2015, doi: 10.1080/00461520.2015.1122533.

[10] R. C. Clark dan R. E. Mayer, E-learning and the science of instruction: Proven guidelines for

consumers and designers of multimedia learning. john Wiley & sons, 2023. doi:

10.1002/9781119239086.

Creative Commons License

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Copyright (c) 2025 Mukhlifatus Shodikin, Danang Wahyu Widodo, Risky Aswi Ramadhani