Engaging Teens in History through a Mobile Game Utilizing the Fisher-Yates Shuffle Algorithm and Honeycomb UX Design

Authors

  • Dadan Zaliluddin Universitas Majalengka, Majalengka, Indonesia https://orcid.org/0000-0001-5916-6142
  • Ade Bastian Universitas Majalengka, Majalengka, Indonesia https://orcid.org/0000-0001-7257-1185
  • Mira Siti Samira Yuliani Universitas Majalengka, Majalengka, Indonesia
  • Esa Firmansyah Universitas Sebelas April, Sumedang, Indonesia
  • Sarmidi Universitas Muhammadiyah Tasikmalaya, Tasikmalaya, Indonesia
  • Yusuf Sumaryana Universitas Perjuangan Tasikmalaya, Tasikmalaya, Indonesia

DOI:

https://doi.org/10.3991/ijim.v18i22.50705

Keywords:

Game, Fisher-Yates Shuffle Algorithm, Honeycomb UX, Historical Educational Game, Smartphone

Abstract


This study uses the Fisher-Yates shuffle (FYS) algorithm and the Honeycomb UX method to create a smartphone game to engage teens in history learning. Gaming technology has improved rapidly, creating more compelling educational techniques. Educational games are designed to boost students’ computation and cognition. Few studies have merged FYS and Honeycomb in mobile history instructional games. This study uses an innovative technique to instruct young people about history. Smartphones are developed and evaluated using the FYS for randomization and the Honeycomb UX for user experience. Few studies have integrated these two aspects into mobile educational and historical games. According to a survey, this game improves teen historical knowledge and interest. Honeycomb UX testing yielded an average score of 3.75, suggesting user approval. In conclusion, algorithms and UX in educational games can increase local history knowledge.

Author Biography

Ade Bastian, Universitas Majalengka, Majalengka, Indonesia

Ade Bastian is a lecturer at the Informatics study program, Faculty of Engineering, Universitas Majalengka. Active as an administrator of the Association of Informatics and Computers (APTIKOM) West Java Province, Indonesia. At Universitas Majalengka, he is in charge of the computer graphics and multimedia expertise group

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Published

2024-11-22

How to Cite

Zaliluddin, D., Bastian, A., Siti Samira Yuliani, M., Firmansyah, E., Sarmidi, & Sumaryana, Y. (2024). Engaging Teens in History through a Mobile Game Utilizing the Fisher-Yates Shuffle Algorithm and Honeycomb UX Design. International Journal of Interactive Mobile Technologies (iJIM), 18(22), pp. 35–49. https://doi.org/10.3991/ijim.v18i22.50705

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Papers