IMPLEMENTATION OF FISHER-YATES SHUFFLE ALGORITHM IN ANDROID-BASED JAVANESE BATIK CULTURE EDUCATION GAME
Abstract
Batik, as one of Indonesia's precious cultural heritages, has a variety of motifs in the art of batik in this country. The preservation of batik is important and the success of educational games in supporting this goal has been proven. Understanding the complex meaning and philosophy of batik is difficult given the variety of motifs. Therefore, this research creates an Android game that incorporates elements of batik culture to introduce the meaning and philosophy of Indonesian batik to the next generation. Android technology makes learning more flexible, allowing unrestricted access to information. By following the Game Development Life Cycle (GDLC) method and integrating the Fisher-Yates Shuffle algorithm and Finite State Machine (FSM), this game takes players on an adventure against Non-Playable Character (NPC) characters using the FSM model. The Fisher-Yates Shuffle algorithm is used to randomize 10 questions, making each game session unique. The algorithm test results showed an average question execution time of about 35.6 microseconds, indicating stable performance despite variations in each trial. The alpha test results showed an average score of 87%, covering aspects of information readability, responsiveness, player motivation, combat experience, educational benefits, as well as satisfaction, and game design that showed good performance. Thus, this research succeeded in creating an educational game that is entertaining and educational, as well as helping to maintain and introduce batik cultural heritage to the next generation.
Downloads
References
I. Nurhaida, V. Ayumi, D. Fitrianah, R. A. M. Zen, H. Noprisson, and H. Wei, “Implementation of deep neural networks (DNN) with batch normalization for batik pattern recognition,” Int. J. Electr. Comput. Eng., vol. 10, no. 2, pp. 2045–2053, 2020, doi: 10.11591/ijece.v10i2.pp2045-2053.
R. Y. Ariyana et al., “Penerapan Uji Fungsionalitas Menggunakan Black Box Testing pada Game Motif Batik Khas Yogyakarta di kalangan masyarakat saat ini . Batik sendiri merupakan salah satu dari sekian banyak Nations Educational , Scientific and Cultural Organization ) sebagai w,” vol. 2, no. 1, pp. 33–43, 2023, doi: 10.55123/jumintal.v2i1.2371.
A. B. Raya et al., “Challenges, open innovation, and engagement theory at craft smes: Evidence from Indonesian batik,” J. Open Innov. Technol. Mark. Complex., vol. 7, no. 2, p. 121, 2021, doi: 10.3390/joitmc7020121.
K. Oginawati et al., “Heliyon Urinary hippuric acid level as a biological indicator of toluene exposure on batik workers,” Heliyon, vol. 7, no. July, p. e07775, 2021, doi: 10.1016/j.heliyon.2021.e07775.
N. Edo Pratama, “Article Review - Potensi Game Edukasi Dalam Upaya Pelestarian Batik Indonesia,” Aksa J. Desain Komun. Vis., vol. 3, no. 1, pp. 370–378, 2020, doi: 10.37505/aksa.v3i1.29.
Alicia Amaris Trixie, “Filosofi Motif Batik Sebagai Identitas Bangsa Indonesia,” folio, vol. 1, no. 1, pp. 1–9, 2020. [Online]. Available: https://journal.uc.ac.id/index.php/FOLIO/article/view/1380.
D. M. Santika and B. Rahman, “Algoritma Fisher Yates Pada Aplikasi Pembelajaran Teknik Pengambilan Gambar Menggunakan Kamera DSLR Berbasis Android,” vol. 4, no. 4, pp. 789–796, 2023, doi: 10.47065/josyc.v4i4.3867.
I. Muttaqim, S. Andryana, and I. D. Sholihati, “Rancang Bangun Game Edukasi Pecah Balon Berbasis Android Menggunkan Algoritma Ficher-Yates,” JIPI (Jurnal Ilm. Penelit. dan Pembelajaran Inform., vol. 6, no. 2, pp. 259–266, 2021, doi: 10.29100/jipi.v6i2.2020.
R. M. M. Prasetyo, H. Syaputra, W. Cholil, and S. Sauda, “Rancang Dan Bangun Game Edukasi Anak-Anak Berbasis Android Dengan Unity Menggunakan Metode Game Development Life Cycle,” J. Nas. Ilmu Komput., vol. 2, no. 2, pp. 103–111, 2021, doi: 10.47747/jurnalnik.v2i2.526.
R. Wibawa, A. Lokacarya, F. Kurniawan, and Y. Udjaja, “Japanese language learning game ‘miryoku’ using android-based speech recognizer API,” Procedia Comput. Sci., vol. 216, no. 2020, pp. 547–556, 2022, doi: 10.1016/j.procs.2022.12.168.
R. K. Putra and P. Simanjuntak, “Perancangan Game Edukasi Covid-19 Berbasis Godot Engine Dengan Metode Mdlc,” Comput. Sci. Ind. Eng., vol. 6, no. 3, pp. 98–106, 2022, [Online]. Available: https://forum.upbatam.ac.id/index.php/comasiejournal/article/view/5205
N. Aini and E. Y. Wijaya, “Implementasi Algoritma Fisher-Yates pada Pengacakan Soal Goalpro Education Game,” J. Ilm. Edutic Pendidik. dan Inform., vol. 8, no. 2, pp. 147–156, 2022, doi: 10.21107/edutic.v8i2.14418.
A. B. F. Finika, S. Andryana, and R. T. Komalasari, “Algoritma Fisher-Yates sebagai Pengacak Soal pada Game Edukasi: Ruang Geometri,” J. JTIK (Jurnal Teknol. Inf. dan Komunikasi), vol. 4, no. 2, p. 64, 2020, doi: 10.35870/jtik.v5i1.163.
A. A. Alarood, E. Alsolami, M. A. Al-Khasawneh, N. Ababneh, and W. Elmedany, “IES: Hyper-chaotic plain image encryption scheme using improved shuffled confusion-diffusion,” Ain Shams Eng. J., vol. 13, no. 3, p. 101583, 2022, doi: 10.1016/j.asej.2021.09.010.
W. A. Rohmah and W. Apriyandari, “Implementation of the Algorithm Fisher Yates Shuffle on Game Quiz,” , JITE ( Journal of Informatics and Telecommunication Engineering ), vol. 4, no. 1, pp. 161–172, 2020, doi: 10.31289/jite.v4i1.3863.
U. Saokani, “Comparison of the Fisher-Yates Shuffle and the Linear Congruent Algorithm for Randomizing Questions in Nahwu Learning Multimedia,” Khazanah Journal of Religion and Technology, vol. 1, no. 1, pp. 10–14, 2023, doi: 10.15575/kjrt.v1i1.159.
W. Safitra, A. Faisol, and S. Adi Wibowo, “Application of the Finite State Machine Method to Non Player Character (NPC) Action Strategy Game ‘Ouroboros,’” JATI (Jurnal Mhs. Tek. Inform., vol. 4, no. 2, pp. 292–297, 2020, doi: 10.36040/jati.v4i2.2828.
A. Pranselga, I. R. Setiawan, and W. Apriandari, “Implementasi Finite State Machine Pada Karakter NPC Musuh Dalam Game Adventure In Java,” Jutisi J. Ilm. Tek. Inform. dan Sist. Inf., vol. 10, no. 3, p. 391, 2021, doi: 10.35889/jutisi.v10i3.707.
K. Mhd Galih, “Penerapan Finite State Machine Dalam Game Pada Model Karakter Pemain Menggunakan Godot Engine,” Jurnal Ilm. Sains dan Teknol., vol. 1, pp. 4–6, 2024, [online]. Available: https://jurnal.kolibi.org/index.php/scientica/article/view/1660.
M. Al, “Implementasi Metode Finite State Machine Pada NPC Beruang Dalam Game ‘Happy Farm,’” eProceedings of Engineering, vol. 10, no. 1, pp. 363–370, 2023.
A. Enggar et al., “Implementasi Finite State Machine Untuk Npc Pada Game 2d Side-Scroll Shooter Implementation Of Finite-State Machine For Npc In 2d Side Scroll Shooter,” eProceedings of Engineering, vol. 9, no. 3, pp. 1080–1086, 2022.
A. Wahyudinata and H. B. Dirgantara, “Pengembangan Gim Edukasi 2D Pemilahan Sampah Daur Ulang Berbasis Android,” vol. 20, no. 1, 2020, doi: 10.30812/matrik.v20i1.860.
A. Ramadhan, “Algoritma Fisher-Yates Shuffle Pada Game Edukasi Jumble Hijaiyah,” J. Teknol. Inform. dan Komput., vol. 8, no. 1, pp. 94–106, 2022, doi: 10.37012/jtik.v8i1.759.
Copyright (c) 2024 Ben Rahman, Mochamad Naufal Shofy, Septi Andryana
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.