Applying Horspool Algorithm in Asmaul Husna Educational Game Mobile Application

Autor: Nurul Faizah Rozy, Jessi Adirachman, Jauhar Azizy, Fenty Eka Muzayyana Agustin, Murodi, Kamarusdiana
Rok vydání: 2021
Předmět:
Zdroj: 2021 9th International Conference on Cyber and IT Service Management (CITSM).
DOI: 10.1109/citsm52892.2021.9588898
Popis: Educational game was one of the computer-assisted learning types to increase student interest in learning. This study used educational games as a drill and practice method to test students' memorization of the Asmaul Husna subject. According to the mobile application development life cycle (MADLC), this game was developed on Android. This educational game imitates the teacher's way in the classroom-tested the students' memorization through question and answer. The student guessed the word of Asmaul Husna Mobile Application on which the Horspool algorithm applied to match the student's answer with the keyword. User Acceptance Testing (UAT) involved 37 respondents; it was found that 59.5% of users agreed that this game could be used as a learning aid medium, and 40.5% stated Neutral. A total of 30 respondents stated that their Asmaul Husna memorization improved after using this application, while 7 respondents stated it was easier to memorize by playing this game.
Databáze: OpenAIRE