Author:
Rahmiati* , ,Melyanti Rika,Suryani Des,Ambiyar , , ,
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.
Publisher
Blue Eyes Intelligence Engineering and Sciences Engineering and Sciences Publication - BEIESP
Reference8 articles.
1. G.F. He, J.W. Park, S.K. Kang, and S.T. Jung. Development of gesture recognition-based serious games. In Proceedings of 2012 IEEE-EMBS International Conference on Biomedical and Health Informatics, 2012. pp. 922-925. IEEE.
2. H. Cao, S. Lei, H. W. Deng, and Y.P. Wang, Y. P. Identification of genes for complex diseases by integrating multiple types of genomic data. In 2012 Annual International Conference of the IEEE Engineering in Medicine and Biology Society. 2012. pp. 5541-5544. IEEE.
3. ". Implementasi Algoritma Fisher-Yates dan Fuzzy Tsukamoto Dalam Game Kuis Tebak Nada Sunda Berbasis Android";Haditama;JOIN 2016,2016
4. M.A. Hasan, Supriadi, and Zamzami. Implementasi Algoritma Fisher-Yates Untuk Mengacak Soal Ujian Online Penerimaan Mahasiswa Baru (Studi Kasus: Universitas Lancang Kuning Riau). Jurnal Nasional Teknologi dan Sistem Informasi, 2017. 3(2), 291-298.
5. E. Ekojono, R. Cahyaningrum, and K.S. Batubulan. Implementasi metode Fisher-Yates Shuffle dan Fuzzy Tsukamoto pada game 2D gopoh berbasis android. Jurnal Informatika Polinema, 2018. 4(3), 174-174.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献