TELKOMNIKA Telecommunication, Computing, Electronics and Control Vol. 18, No. 2, April 2020, pp. 879~889 ISSN: 1693-6930, accredited First Grade by Kemenristekdikti, Decree No: 21/E/KPT/2018 DOI: 10.12928/TELKOMNIKA.v18i2.14906 879 Journal homepage: http://journal.uad.ac.id/index.php/TELKOMNIKA Fisher-Yates and fuzzy Sugeno in game for children with special needs Diena Rauda Ramdania 1 , Mohamad Irfan 2 , Salma Nuralisa Habsah 3 , Cepy Slamet 4 , Wisnu Uriawan 5 , Khaerul Manaf 6 1,2,3,4,5 Department of Informatics, Faculty of Sains and Technology, UIN Sunan Gunung Djati Bandung, Indonesia 5 École Doctorale Infomaths, INSA Lyon 20 avenue Albert Einstein, 69621 Villeurbanne CEDEX, France 6 Department of Information System, Universitas Sangga Buana, Indonesia Article Info ABSTRACT Article history: Received Aug 5, 2019 Revised Jan 2, 2020 Accepted Feb 21, 2020 As a country that has its language, English is an international language that needs to be mastered. Until now, the mastery of English in Indonesian on an international scale is in a low category. Learning English should be taught to children from an early age. For children with special needs, special learning methods are needed so that the material is conveyed. Educational games can be used as an interesting learning media. In this study, an English educational game was created that had the concepts of a quiz, rearrange, and matching. Fisher-Yates algorithm was applied to randomize the questions so that the questions that came out varied. Fuzzy Sugeno algorithm is also applied to the scoring calculation, with input variables of time, value, and the number of stars obtained. The system test outcomes show that the application of the Fisher-Yates algorithm was successful because every question that came out was randomized. The application of the Fuzzy Sugeno algorithm happened also successful because of the high degree of accuracy. Besides, the use of games shows there is an increase in student understanding as evidenced by the acquisition of grades. The results of the average value in doing the test is from 80.41 to 88.3 after playing the game. Keywords: Children with special needs Educational game English material Fisher-Yates Fuzzy Sugeno This is an open access article under the CC BY-SA license. Corresponding Author: Diena Rauda Ramdania, Department of Informatics, Faculty of Sains and Technology, UIN Sunan Gunung Djati Bandung, 105 A. H. Nasution St., Cipadung, Cibiru, Bandung, West Java 40614, Indonesia. Email: diena.rauda@uinsgd.ac.id 1. INTRODUCTION English is an international language that needs to be mastered by the public. In Indonesia, mastery of English on an international scale is in a low category [1]. In accordance with the the concept of educational for All (EFA), education is something that can be obtained by everyone. EFA is the mandate of the 1945 Constitution, namely article 31 paragraph (1), which reads "Every citizen has the right to education" [2]. The word "every" indicates that every child in Indonesia has the right to receive a proper education, including Children with Special Needs. Children with autism and mental retardation have different ways of learning, but in general, these children have a way of learning or abilities that stand out in the visual field [3]. Therefore, interactive media need to be used to support the learning process to make it more interesting and easy to understand [4, 5]. Educational games can be used as one of these media [6-8].