Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model

  • Muhammad Tajuddin Uiversitas Bumigora
  • Ahmat Adil STMIK Bumigora Mataram
  • Andi Sofyan Anas Universitas Bumigora
Keywords: ADDIE, Android, Knuth Morris Part, Script, Sasak


Knowledge of the Sasak script is very few Sasak people are interested in learning it. The writing system of the Sasak script is in danger of becoming extinct, so the local government must carry out literacy education so that the Sasak script does not become extinct from the face of the Lombok earth and must be applied to elementary and junior high schools, not only in the learning and teaching process. Directing children can be done by introducing them to the game-based Sasak baluk olas script. The Sasak script game based on KMP (Knuth Morris Pratt) Algorithm and ADDIE (Analysis, Design, Development, Implementation, Evaluation) which integrates game thinking and game elements has proven helpful in learning new knowledge. For this reason, the purpose of this study is to discuss how to develop applications for the Sasak Baluk Olas script on smartphones based on the Android system. designed based on the famous visual novel concept that combines multimedia elements including audio, animation, graphics, and images to make it more interesting and lively. All of these elements combine with gamification elements such as quizzes, rewards, badges, and feedback to make it a gamification application. Based on all the abilities of the Sasak Baluq Olas script, it can help potential users, especially elementary and junior high school students in Mataram City to increase the level of understanding and awareness of the Sasak script so that it does not become extinct


Download data is not yet available.


[1] L. A. Fathurahman, Belajar Jejawan Aksara Sasak. 2013.
[2] P. K. Austin, “Aksara Sasak, an endangered script and scribal practice,” Proceedings of the International Workshop on Endangered Scripts of Island Southeast Asia, no. February, pp. 1–12, 2014.
[3] Z. A. dan R. F. P. Muhammad Tajuddin, Ahmat Adil1, Syahroni Hidayat, “Naskah Lontar Sasak di Era Industri 4.0 Berbasis Cots Method,” in Seminar Nasional Saint dan Teknologi (SNST 10) UNWAHAS Tahun 2019, 2019, pp. 194–199.
[4] Wahyudi, “Aksara Sasak, antara Menjadi Masa Depan atau Masa Lalu,” Kompasiana, Jakar, p. 34, 2016.
[5] M. T. Anwar, S. Hidayat, and A. Adil, “Tansformasi Lontar Babad Lombok Menuju Digitalisasi Berbasis Natural Gradient Flexible (NGF),” Jurnal Teknologi Informasi dan Ilmu Komputer, vol. 8, no. 2, p. 275, 2021, doi: 10.25126/jtiik.2021824088.
[6] S. Hidayat, M. Tajuddin, S. A. Alodiayusuf, J. Qudsi, and N. N. Jaya, “Wavelet Detail Coefficient As a Novel Wavelet-Mfcc Features in Text-Dependent Speaker Recognition System,” IIUM Engineering Journal, vol. 23, no. 1, pp. 68–81, 2022, doi: 10.31436/IIUMEJ.V23I1.1760.
[7] M. T. Husain, “Digitalisasi Naskah Kuno Sasak Untuk Menjaga dan Melindungi, dan Melestarikan Budaya Berbasis Web,” in Seminar Nasional Saint dan Teknologi (SNST 9) UNWAHAS Tahun 2018, 2018, pp. 46–52.
[9] N. A. Baharudin and H. Jantan, “Mobile-based word matching detection using intelligent predictive algorithm,” International Journal of Interactive Mobile Technologies, vol. 13, no. 9, pp. 1–12, 2019, doi: 10.3991/ijim.v13i09.10848.
[10] A. Kim, “Mobile-Assisted Language Learning in L2 Korean Using WeChat: A Case Study,” International Journal of Interactive Mobile Technologies, vol. 16, no. 1, pp. 94–105, 2022, doi: 10.3991/IJIM.V16I01.24007.
[11] J. Kahila, T. Valtonen, M. Tedre, K. Mäkitalo, and O. Saarikoski, “Children’s Experiences on Learning the 21st-Century Skills With Digital Games,” Games and Culture, vol. 15, no. 6, pp. 685–706, 2020, doi: 10.1177/1555412019845592.
[12] J. D. Abril, O. Rivera, O. I. Caldas, M. F. Mauledoux, and O. F. Avilés, “Serious game design of virtual reality balance rehabilitation with a record of psychophysiological variables and emotional assessment,” International Journal on Advanced Science, Engineering and Information Technology, vol. 10, no. 4, pp. 1519–1525, 2020, doi: 10.18517/ijaseit.10.4.10319.
[13] H. Jylhä and J. Hamari, “Demographic factors have little effect on aesthetic perceptions of icons: a study of mobile game icons,” Internet Research, vol. 32, no. 7, pp. 87–110, 2021, doi: 10.1108/INTR-07-2020-0368.
[15] M. F. Rafif and A. S. Patria, “Perancangan Mobile Game sebagai Media Literasi Keuangan untuk Remaja,” ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia, vol. 7, no. 2, pp. 268–281, 2021, doi: 10.33633/andharupa.v7i2.3966.
[16] H. L. H. S. Warnars, J. Aurellia, and K. Saputra, “Translation Learning Tool for Local Language to Bahasa Indonesia using Knuth-Morris-Pratt Algorithm,” TEM Journal, vol. 10, no. 1, pp. 55–62, 2021, doi: 10.18421/TEM101-07.
[17] H. T. Sadiah and M. S. N. Ishlah, “Implementation the Knuth Morris Pratt (KMP) Algorithm in Interactive Web Monitoring and Recording Rabbit Reproduction System,” Indonesian Journal of Artificial Intelligence and Data Mining, vol. 2, no. 2, p. 83, 2019, doi: 10.24014/ijaidm.v2i2.7411.
[18] R. F. P. Muhammad Tajuddin, Andi Sofyan Anas, Ahmad Zuli Amrullah, Ahmat Adil, “Penerapan Metode ADDIE dalam Pengembangan Aksara Sasak Baluk Olas (Delapan Belas) Berbasis Game,” Seminar Nasional Elektro, Teknik Informatika, pp. 129–134, 2022, doi: 10.31284/p.snestik.2022.2673.
[19] M. T. Mostafa Hamsea, Said Lotfi, “Design and Implementation of a Distance Training Device of Physical and Sports Education’s Future Teachers : Application of Addie Model,” International Journal of Sciences: Basic and Applied Research (IJSBAR), vol. 61, no. 1, pp. 70–86, 2022.
[20] C. Beavis, J. O’Mara, and R. Thompson, “Digital games in the museum: perspectives and priorities in videogame design,” Learning, Media and Technology, vol. 46, no. 3, pp. 294–305, 2021, doi: 10.1080/17439884.2021.1896539.
[21] D. Tajuddin Muhammad, Sistem Informasi. Depublish Yogyakarta, 2020.
[22] R. Elbarougy, G. Behery, and A. El Khatib, “Extractive Arabic Text Summarization Using Modified PageRank Algorithm,” Egyptian Informatics Journal, vol. 21, no. 2, pp. 73–81, 2020, doi: 10.1016/j.eij.2019.11.001.
[23] Y. Christian and M. Erline, “Web-Based Chatbot With Natural Language Processing and Knuth-Morris-Pratt (Case Study: Universitas Internasional Batam),” JST (Jurnal Sains dan Teknologi), vol. 11, no. 1, pp. 132–141, 2022, doi: 10.23887/jstundiksha.v11i1.43258.
[24] S. Kobayashi, D. Hendrian, R. Yoshinaka, and A. Shinohara, “Fast and Linear-Time String Matching Algorithms Based on the Distances of q-Gram Occurrences,” Leibniz International Proceedings in Informatics, LIPIcs, vol. 160, pp. 1–14, 2020, doi: 10.4230/LIPIcs.SEA.2020.13.
[25] D. Anggreani, D. P. I. Putri, A. N. Handayani, and H. Azis, “Knuth Morris Pratt Algorithm in Enrekang-Indonesian Language Translator,” 4th International Conference on Vocational Education and Training, ICOVET 2020, pp. 144–148, 2020, doi: 10.1109/ICOVET50258.2020.9230139.
[26] M. Muhammad, L. Akhsani, and M. Purwokerto, “Implementation Addie Model in Statistical Inference Course,” in Book Chapter Pedagogical Innovations in Education, no. 2010, 2021, pp. 149–157.
[27] I. Yusuf and S. W. Widyaningsih, “Higher Order Thinking Skills Oriented Student Worksheet of E-learning Model in Electric Circuit Topic,” TEM Journal, vol. 11, no. 2, pp. 564–573, 2022, doi: 10.18421/TEM112-10.
[28] M. Carter, K. Moore, J. Mavoa, H. Horst, and luke gaspard, “Situating the Appeal of Fortnite Within Children’s Changing Play Cultures,” Games and Culture, vol. 15, no. 4, pp. 453–471, 2020, doi: 10.1177/1555412020913771.
[29] C. Jurnal Inovasi Pembelajaran, “Jurnal Inovasi Pembelajaran (JINoP),” JINoP (Jurnal Inovasi Pembelajaran), vol. 1, no. 1, pp. 33–41, 2015, doi: 10.22219/jinop.v1i1.2441.
[30] A. W. Ruch, “Grand Theft Auto IV: Liberty City and modernist literature,” Games and Culture, vol. 7, no. 5, pp. 331–348, 2012, doi: 10.1177/1555412012454221.
[31] A. Jerrett, P. Howell, and N. Dansey, “Developing an Empathy Spectrum for Games,” Games and Culture, vol. 16, no. 6, pp. 635–659, 2021, doi: 10.1177/1555412020954019.
[32] A. Mulyanto, A. Apriyadi, and P. Prasetyawan, “Rancang Bangun Game Edukasi ‘Matching Aksara Lampung’ Berbasis Smartphone Android,” Computer Engineering, Science and System Journal, vol. 3, no. 1, p. 36, 2018, doi: 10.24114/cess.v3i1.8225.
[33] L. R. Octaberlina and I. Rofiki, “Using Online Game for Indonesian EFL Learners to Enrich Vocabulary,” International Journal of Interactive Mobile Technologies, vol. 15, no. 1, pp. 168–183, 2021, doi: 10.3991/IJIM.V15I01.17513.
[34] O. Suria, “Development of Word Game Algorithm for Learning Javanese Script,” CommIT (Communication and Information Technology) Journal, vol. 12, no. 2, p. 73, 2018, doi: 10.21512/commit.v12i2.4792.
[35] D. A. Wiranti and W. Sutriyani, “Sorogan hanacaraka, a teaching model in introducing Javanese scripts in elementary schools,” Psychology and Education Journal, vol. 58, no. 2, pp. 7392–7398, 2021.
[36] Murdiah, “Aksara Sasak: Panduan Belajar Aksara Sasak,” 2019. .
How to Cite
Tajuddin, M., Adil, A., & Anas, A. (2022). Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model. MATRIK : Jurnal Manajemen, Teknik Informatika Dan Rekayasa Komputer, 22(1), 83-96.

Most read articles by the same author(s)