Game Edukasi Belajar Mengaji Menggunakan Metode Linear Congruent Method (LCM) Berbasis Android

Lita Sari Muchlis, Gerry Ronaldo Septianus

Abstract


Koran refers to the activity of reading the Qur'an. Koran is a skill that must be mastered by every Muslim and must be taught from an early age to children from the preschool age is the formation of the main character. But at this age still playing and when studying the Koran is still conventional with limited teaching methods. The method of learning for preschoolers requires interactive learning in the form of interactive audio visual education game. In the midst of a lot of research on educational learning games of the Koran, researchers focus on using the Linear Congruent Method (LCM). This linear congruent method model is used to randomize the quiz questions that will be presented. In developing each component of this educational learning learning game software using the Rapid Application Development (RAD) model. The results achieved from this study are in the form of teaching learning applications that are ready for use. This application can be used as the best solution to make it easier for preschool children to study Koran and data from distribution test results in graphical form showing system assessments with the percentage of satisfaction of this application using the Computer System Usability Questionnaire (CSUQ) to get a value with an average of 86.46% in. in the very decent category.


Keywords


Educational games; Koran; Linear congruent method (LCM); Rapid Application Development (RAD)

Full Text:

PDF

References


Adi, N. (2005). Analisa Dan Perancangan Sistem Informasi Dengan Metodologi Berorientasi Objek. Bandung: Informatika Bandung.

Aji, S. (2005). Pengantar Teknologi Informasi. Jakarta: Salemba Infotek.

Arizqia, M. G., & Widodo, A. A. (2017). Rancang Bangun Aplikasi Dengan Linear Congruent Method (LCM) Sebagai Pengacakan Soal. JOINTECS (Journal of Information Technology and Computer Science), 2(1), 1–6. https://doi.org/10.31328/jointecs.v2i1.412

Citra, P. (2015). Game Edukasi Android Untuk Belajar Membaca Tanpa Mengeja Desain , Pembuatan dan Evaluasi Sampel.

Daniarti, Y., Taufiq, R., & Sunaryo, B. (2020). The Implementation of Teaching Reading Through Genre Based Approach for University Students. Journal of Physics: Conference Series, 1477(4). https://doi.org/10.1088/1742-6596/1477/4/042064

Darmawan, D. (2013). teknologi-pembelajaran. Bandung: PT Remaja Rosdakarya Offset.

Hung, C.-M., Huang, I., & Hwang, G.-J. (2014). Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 1(2–3), 151–166. https://doi.org/10.1007/s40692-014-0008-8

I. Dora, W. Rita, P. S. (2015). Perancangan Aplikasi Game Edukasi Pembelajaran Anak Usia Dini Menggunakan Linear Congruent Method ( Lcm ) Berbasis Android. Jurnal Informatika Global, 6(1), 7–14. https://doi.org/10.36982/jig.v6i1.4

Kordaki, M. (2011). A computer card game for the learning of basic aspects of the binary system in primary education: Design and pilot evaluation. Education and Information Technologies, Vol. 16, pp. 395–421. https://doi.org/10.1007/s10639-010-9136-6

Mahmood, Z., L. Rana, J., & Khare, A. (2012). Symmetric Key Cryptography using Dynamic Key and Linear Congruential Generator (LCG). International Journal of Computer Applications, 50(19), 7–11. https://doi.org/10.5120/7908-0973

Rahmad, A. N., & Pribadi, F. S. (2018). Edu Komputika Journal. Edu Komputika Journal, 5(1), 33–43.

Rusdi, J. F., Salam, S., Abu, N. A., Sunaryo, B., Taufiq, R., Muchlis, L. S., … Vitianingsih, A. V. (2019). Dataset smartphone usage of international tourist behavior. Data in Brief, 27. https://doi.org/10.1016/j.dib.2019.104610

Shalahuddin, R. A. s M. (2016). Jual Rekayasa Perangkat Lunak by Rosa A. Bandung: Informatika Bandung.

Suharsimi, Arikunto & Cepi, S. A. J. (2009). Suharsimi oke. Jakarta: Bumi Aksara.

Supriyadi, S., Hamdani, D., & Furqon, Y. M. (n.d.). Rancang Bangun Alfabet Memory Game Menggunakan Linear Congruent Method ( Lcm ). 45513(36).

Taylor, P., & Lewis, J. R. (2009). IBM computer usability satisfaction questionnaires?: Psychometric evaluation and instructions for use IBM Computer Usability Satisfaction Questionnaires?: Psychometric Evaluation and Instructions for Use. International Journal of Human-Computer Interaction, (December 2012), 37–41.

Utama, D. S., & Asriningtias, Y. (2017). Perbandingan Waktu Akses Algoritma Fisher-Yates Shuffel Dan Linear Congruent Method Pada Soal Try-Out Berbasis Web. JISKA (Jurnal Informatika Sunan Kalijaga), 2(2), 93. https://doi.org/10.14421/jiska.2017.22-04




DOI: http://dx.doi.org/10.32493/informatika.v5i2.5048

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Lita Sari Muchlis, Gerry Ronaldo Septianus

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

Jurnal Informatika Universitas Pamulang (ISSN: 2541-1004 e-ISSN: 2622-4615)

Copyright © 2016-2020 Program Studi Teknik Informatika Universitas Pamulang. All rights reserved.



This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) License