Mobile Game Education About using Capitals Hiragana and Katakana Fisher-Yates Shuffle Algorithm and Fuzzy Tsukamoto
Rahmiati1, Rika Melyanti2, Des Suryani3, Ambiyar4
1Rahmiati*, Doctoral student of Technology and Vocational Education, Universitas Negeri Padang – Indonesia and Lecturer of STMIK Amik Riau – Indonesia.
2Rika Melyanti, Doctoral Student of Technology and Vocational Education, Universitas Negeri Padang – Indonesia and Lecturer of STMIK Hang Tuah Pekanbaru – Indonesia.
3Des Suryani, Doctoral Student of Technology and Vocational Education, Universitas Negeri Padang – Indonesia and Lecturer of UIR Riau – Indonesia.
4Ambiyar, Senior lecturers/professors of Technology and Vocational Education, Universitas Negeri Padang-Indonesia.
Manuscript received on May 20, 2021. | Revised Manuscript received on May 25, 2021. | Manuscript published on May 30, 2021. | PP: 30-34 | Volume-5 Issue-9, May 2021. | Retrieval Number: 100.1/ijmh.I1315055921 | DOI: 10.35940/ijmh.I1315.055921
Open Access | Ethics and Policies | Cite | Mendeley
© The Authors. Published By: Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)
Abstract: Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.
Keywords: Mobile Game, FYS, Fuzzy Tsukamoto.