Aprillita, Theana Dwi (2020) Implementasi Algoritma Shuffle Random Pada Permainan Edukasi Hangbit. S1 Teknik Informatika thesis, STMIK Widya Cipta Dharma.
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Abstract
ABSTRAK Theana Dwi Aprillita, 2020, Implementasi Algoritma Shuffle Random Pada Permainan Edukasi Hangbit. Skripsi Program Studi Teknik Informatika, Sekolah Tinggi Manajemen Informatika dan Komputer Widya Cipta Dharma, Pembimbing (Utama) Amelia Yusnita, S.Kom.,M.Kom, Pembimbing (Pendamping) H. Pajar Pahruddin, S.Kom.,MH. Kata Kunci :Hewan Karnivora, Hewan Herbivora, Hewan Omnivora, Algoritma Shuffle Random. Media Pembelajaran Hewan Karnivora, Hewan Herbivora, Hewan Omnivora dengan Pengacakan Soal Berbasis PC, aplikasi yang didesain untuk membantu para siswa memahami pengenala nhewan karnivora, hewan herbivora dan hewan omnivora. Tujuan dari penelitian ini adalah untuk membantu para guru dalam mengajar pelajaran pengenalan hewan karnivora, hewan herbivora, dan hewan omnivora, yang terdiri dari animasi, suara dan teks. Aplikasi ini dibangun menggunakan SwishMax4 dan dengan Algoritma Shuffle Random pada soal belajar agar tidak menjadi permainan yang monoton dan mudah ditebak. Penelitian ini menghasilkan sebuah aplikasi multimedia untuk saran belajar pengenalan hewan karnivora, hewan herbivora dan hewan omnivora, maka media pembelajaran ini untuk anak usia 7-10 tahun. Hasil penelitian di ujicoba kesiswa dan siswi SD Negeri 010 Samarinda Kota dengan mendemokan program dan mencoba apikasinya. Hasil dari pembuatan media pembelajaran ini berupa .Swf. ============================================================ ABSTRACT Theana Dwi Aprillita, 2020, Implementation of Random Shuffle Algorithms in Hangbit Educational Games. Thesis of Informatics Engineering Study Program, School of Information and Computer Management Widya Cipta Dharma, Supervisor (Principal) Amelia Yusnita, S.Kom., M.Kom, Supervisor (Assistant) H. Pajar Pahruddin, S.Kom., MH. Keywords : Carnivorous Animals, Herbivorous Animals, Omnivorous Animals, Random Shuffle Algorithms. Learning Media for Carnivores, Herbivores, Omnivores with PC-Based Question Randomization, an application designed to help students understand the introduction of carnivores, herbivores and omnivores. The purpose of this study is to assist teachers in teaching introduction to carnivorous animals, herbivorous animals, and omnivorous animals, which consist of animation, sound and text. This application was built using SwishMax4 and with the Random Shuffle Algorithm on learning problems so it does not become a monotonous and predictable game. This research resulted in a multimedia application for learning suggestions for introduction of carnivorous animals, herbivorous animals and omnivorous animals, so this learning media is for children aged 7-10 years. The results of the study were tested on students of SD Negeri 010 Samarinda Kota by demonstrating the program and trying out the application. The results of making this learning media in the form of .Swf.
Item Type: | Thesis (S1 Teknik Informatika) |
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Additional Information: | Pembimbing Utama : Amelia Yusnita, S.Kom.,M.Kom Pebimbing Pendamping : H. Pajar Pahruddin, S.Kom.,M.Kom |
Uncontrolled Keywords: | Hewan Karnivora, Hewan Herbivora, Hewan Omnivora, Algoritma Shuffle Random. |
Subjects: | Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Teknik Informatika |
Depositing User: | Mrs Theana Dwi Aprillita |
Date Deposited: | 14 Feb 2020 02:30 |
Last Modified: | 14 Feb 2020 02:30 |
URI: | http://repository.wicida.ac.id/id/eprint/2894 |
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