使用Fisher-Yates Shuffle算法作为基于android的片段扰频器,设计并构建一个早期儿童益智教育游戏

M. Irfan, Diena Rauda Ramdhania, Irma Sovia Nita, T. Priatna, A. R. Atmadja
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引用次数: 4

摘要

教育类游戏是一种含有磨练和增加知识的教育元素的游戏,而益智类游戏则是一种通过安装或匹配物体的活动,使其成为某种图案的建构类游戏。费雪·叶茨洗牌算法是一种随机化技术,这种算法是在拼图上实现的,这样出来的拼图就会不同,而且没有重复和重复。在本研究中,可以得出结论,fisher yates shuffle算法可以确定非多重且不重复的随机化解。通过前测和后测测试,该益智益智游戏对PAUD学生的知识量提高了23.68%,其中前测结果为64.13%,后测结果为87.81%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and Build an Early Childhood Puzzle Educational Game Using the Fisher-Yates Shuffle Algorithm as an Android-Based Scrambler for Snippets
Educational game is a game in which there are elements of education that can hone and can increase knowledge, while the puzzle is a game of construction through the activity of installing or matching an object so that it becomes a certain pattern. The Fisher yates shuffle algorithm is a randomization technique in which this algorithm is implemented on puzzle pieces so that the puzzle pieces that come out will be different and rewarding without repetition and duplication. In this study, it can be concluded that the fisher yates shuffle algorithm can determine randomization solutions that are not multiple and do not repeat. Based on the pretest and posttest testing this puzzle education game was able to increase the knowledge of PAUD students by 23.68%, of which the pretest results were 64.13% and the posttest results were 87.81%.
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