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IMPLEMENTASI METODE FISHER YATES SHUFFLE PADA GAME MENYUSUN HURUF BERBAHASA JAWA KRAMA

Rafi', Haidar (2022) IMPLEMENTASI METODE FISHER YATES SHUFFLE PADA GAME MENYUSUN HURUF BERBAHASA JAWA KRAMA. Undergraduate thesis, Universitas Stikubank.

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Abstract

Bahasa Jawa Krama yang jarang digunakan menyebabkan sikap kesantunan anak – anak terhadap orang yang lebih tua di lingkungan masyarakat Jawa itu sangatlah rendah. Sehingga dibutuhkan inovasi cara belajar yang menarik dan mudah seperti pembuatan game. Game sebagai salah satu media belajar dibuat dengan menyusun huruf berbahasa Jawa Krama yang menggunakan metode Fisher Yates Shuffle. Tujuan dari pembuatan game ini adalah memberikan alternatif media pembelajaran bahasa Jawa Krama khususnya untuk anak – anak. Metode Fisher Yates Shuffle merupakan metode untuk menghasilkan permutasi acak dari suatu himpunan. Implementasi metode Fisher Yates Shuffle pada game ini dapat dibuat menggunakan Unity 3D. Hasil penelitian ini yaitu metode Fisher Yates Shuffle dapat diimplementasikan pada game dengan mengacak beberapa huruf untuk menjawab soal yang terdiri atas beberapa kata kerja dan kata sifat dalam bahasa Jawa. Menindaklanjuti penelitian ini, maka game menyusun huruf berbahasa Jawa Krama ini perlu dioptimalkan dan diperbanyak dalam kosakatanya. The Javanese Krama language which is rarely used causes children’s politeness towards older people in Javanese society to be very low. So it takes innovation in interesting and easy ways of learning such as making games. Game as one of the learning media is made by arranging letters in Javanese Krama using the Fisher Yates Shuffle method. The purpose of making this game is to provide an alternative medium for learning Javanese Krama language, especially for children. Fisher Yates Shuffle method is a methos to generate random permutations of a set. Implementation of the Fisher Yates Shuffle method in this game can be made using Unity 3D. The result of this research is that the Fisher Yates Shuffle method can be implemented in games by shuffling some letters to answer questions consisting of several verbs and adjectives in Javanese. Following up on this research, the game of compiling letters in Javanese Krama needs to be optimized and expanded in its vocabulary.

Item Type: Thesis (Undergraduate)
Additional Information: SKR.I.05.01.2112 NIM.16.01.53.0098
Uncontrolled Keywords: Game, Bahasa Jawa Krama, Unity, Fisher Yates Shuffle Game, Javanese Krama Language, Unity, Fisher Yates Shuffle
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Faculty / Institution: Fakultas Teknologi Informasi > Program Studi Teknik Informatika
Depositing User: Teteh Hayati
Date Deposited: 20 May 2022 05:34
Last Modified: 20 May 2022 05:34
URI: https://eprints.unisbank.ac.id/id/eprint/8436

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