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.