Mobile Game Education About using Capitals Hiragana and Katakana Fisher-Yates Shuffle Algorithm and Fuzzy Tsukamoto

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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.

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APA

Rahmiati*, Melyanti, R., … Ambiyar. (2021). Mobile Game Education About using Capitals Hiragana and Katakana Fisher-Yates Shuffle Algorithm and Fuzzy Tsukamoto. International Journal of Management and Humanities, 5(9), 30–34. https://doi.org/10.35940/ijmh.i1315.055921

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