Article

Analisis Perbandingan Metode Fisher Yates Shuffle dan Linear Congruent Method Pada Aplikasi Pembelajaran Rambu Rambu Lalu Lintas Berbasis Android

  • Muh Akbar Asad Ishaq
  • La Surimi
  • LM Fid Aksara
  • Muh Yamin

Jurnal Informatika Ilmu Komputer dan Sistem Informasi (ANIMATOR), Vol. 3 No. 2 (2025)

Abstrak

Rambu lalu lintas berperan penting dalam menjaga ketertiban dan keselamatan di jalan raya. Namun, anak-anak sering kali mengalami kesulitan dalam memahami makna rambu lalu lintas karena keterbatasan kognitif mereka. Oleh karena itu, diperlukan media edukasi yang dapat membantu mengenal rambu sejak dini. Salah satu solusi yang ditawarkan adalah pengembangan aplikasi pembelajaran yang mengenalkan berbagai jenis rambu dengan menyenangkan. Dalam aplikasi pembelajaran metode pengacakan sangat penting untuk mencegah kemunculan soal yang berulang. Ada beberapa algoritma pengacakan seperti Fisher-Yates Shuffle baik untuk mengacak angka, dengan waktu yang cepat dan Linear Congruent Method algoritma yang paling sering digunakan dalam proses pengacakan. Untuk menentukan algoritma yang paling efektif dan efisien di antara keduanya, diperlukan analisis perbandingan sehingga dapat diketahui mana yang lebih unggul dalam pengacakan. Dari data uji yang dilakukan didapatkan hasil nilai akurasi Algoritma Linear Congruent Method 100% dan Fisher-Yates Shuffle 94,67%. Linear Congruent Method memiliki render time 0.00186 detik sedangkan Fisher-Yates Shuffle 0.05811 detik. Sehingga, Linear Congruent Method lebih cepat dan akurat dalam melakukan pengacakan. aplikasi game edukasi ini memperoleh hasil User Acceptance Testing (UAT) sebesar 96,85%. Traffic signs play an important role in maintaining order and safety on the road. However, children often have difficulty in understanding the meaning of traffic signs due to their cognitive limitations. cognitive limitations. Therefore, there is a need for educational media that can help recognize signs from an early age. One of the solutions offered is the development of a learning application that introduces various types of signs in a fun with fun. In the application learning application, the randomization method is very important to prevent the occurrence of repetitive questions. questions that are repeated. There are several randomization algorithms such as Fisher-Yates Shuffle is good for randomizing numbers, with fast time and Linear Congruent Method is the most commonly used algorithm in the randomization process. randomization process. To determine the most effective and efficient between the two, a comparative analysis is needed so that it can be known which one is superior in randomization randomization. Based on the tests that have been carried out, the results obtained accuracy value of Linear Congruent Algorithm Method 100% and Fisher-Yates Shuffle 94.67%. Linear Congruent Method has a render time of 0.00186 seconds while Fisher-Yates Shuffle 0.05811 seconds. Thus, Linear Congruent Method is faster and more accurate in executing the randomization process. This educational game application obtained User Acceptance Testing (UAT) results of 96.85%