Implementation of Random Shuffle Algorithm to Randomize Questions in Anti-Corruption Prevention Game
DOI:
10.47709/brilliance.v3i2.3126Keywords:
Shuffle Algorithm, Anti-Corruption, MDLCDimension Badge Record
Abstract
Socializing anti-corruption education in Indonesia is crucial to fostering public aversion towards corruption. Games are a highly effective medium for disseminating anti-corruption prevention during school years. This research aims to implement anti-corruption education within a game using the shuffle random algorithm to ensure the successful randomization of anti-corruption questions. This data was obtained through a literature review. The method used in this study is the Multimedia Development Life Cycle (MDLC). The results of this research indicate that the testing yielded a 100% accuracy rate for the shuffle random algorithm in randomizing the questions. The accuracy rate demonstrates that the shuffle random algorithm can effectively randomize the questions and is easy to implement.
Abstract viewed = 101 times
References
Asih, V., Saputra, A., & Subagio, R. T. (2020). PENERAPAN ALGORITMA FISHER YATES SHUFFLE UNTUK APLIKASI UJIAN BERBASIS ANDROID (Vol. 10, Issue 1).
Harpad, B., Salmon, S., & Paran, Y. R. (2019). Penerapan Algoritma Shuffle Random Pada Game Edukasi Tebak Lagu Daerah Kalimantan Timur. Sebatik, 23(2), 476–481. https://doi.org/10.46984/sebatik.v23i2.801
Juniawan, F. P., & Hengki, H. (2019). Pengacakan Soal Ujian Penerimaan Polri. Jurnal Telematika, 1(1), 1–13.
Kurniasari, H. D. (2019). Game Edukasi Anti Korupsi “Corruption Castle” Sebagai Sosialisasi Undang-Undang Pemberantasan Tindak Pidana Korupsi. https://lib.unnes.ac.id/36963/
Nurfitri, K., Abdurrozzaq, I., Karaman, J., Informatika, T., Teknik, F., Ponorogo, U. M., & Artikel, H. (2023). Penerapan Algoritma Fisher Yates Shuffle pada Game Edukasi “English For Children” di LKP Elite English School Ponorogo. Digital Transformation Technology (Digitech) | e, 3(2). https://doi.org/10.47709/digitech.v3i2.2885
Paremeswara, M. C., & Lestari, T. (n.d.). Pengaruh Game Online Terhadap Perkembangan Emosi dan Sosial Anak Sekolah Dasar.
Prihandoko, G. K., Nova, T., & Yunianta, H. (2021). Pengembangan Board Game “Labyrinth in the Forest” Untuk Siswa Sekolah Menengah Pertama Materi Bilangan.
Rahman, M. A. M., & Asror, M. H. (2019). Hy-Game (Honesty Game) As An Anti-Corruption Learning Media For Children. Law Research Review Quarterly, 5(1), 17–22. https://doi.org/10.15294/snh.v5i01.29711
Riski Yasinia, A., Roudhotul Jannah, A., & Setyawan, A. (n.d.). PENGARUH GADGET TERHADAP PRESTASI BELAJAR MAHASISWA PRODI PENDIDIKAN GURU SEKOLAH DASAR The Effect of Gadgets On Students’ Learning Achievement in Elementary School Teacher Education Program. https://qjurnal.my.id/index.php/educurio
Sri, E., Nuraeni, S., & Sukabumi, S. P. (n.d.). Dongeng sebagai Pendidikan Anti Korupsi pada Anak Usia Dini (Vol. 01, Issue 01).
Yusnita, A., & Rija’i, T. (2019). Implementasi Algoritma Shuffle Random pada Pembelajaran Panca Indra Berbasis Android. JUITA?: Jurnal Informatika, 7(1), 19. https://doi.org/10.30595/juita.v7i1.3647
Downloads
ARTICLE Published HISTORY
How to Cite
Issue
Section
License
Copyright (c) 2023 Askar, Pasnur, Asrul, Amran Amiruddin, Muhammad Resha, Andri Wijaya T
![Creative Commons License](http://i.creativecommons.org/l/by-nc/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.