@inproceedings{4134d4f18c674c6eb64a90575d577e8b,
title = "Applying Horspool Algorithm in Asmaul Husna Educational Game Mobile Application",
abstract = "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.",
keywords = "Educational Game, Horspool Algorithm, Mobile Application Development Life Cycle (MADLC)",
author = "Jessi Adirachman and Agustin, \{Fenty Eka Muzayyana\} and Rozy, \{Nurul Faizah\} and Jauhar Azizy and Kamarusdiana and Murodi",
note = "Publisher Copyright: {\textcopyright} 2021 IEEE.; 9th International Conference on Cyber and IT Service Management, CITSM 2021 ; Conference date: 22-09-2021 Through 23-09-2021",
year = "2021",
doi = "10.1109/CITSM52892.2021.9588898",
language = "English",
series = "2021 9th International Conference on Cyber and IT Service Management, CITSM 2021",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
booktitle = "2021 9th International Conference on Cyber and IT Service Management, CITSM 2021",
address = "United States",
}