Proceedings of the International Conference on Teaching, Learning and Technology (ICTLT 2023)

Application of Learning Material with a Gamification Model Approach as an Innovation in Learning Japanese Kanji Letters

Authors
Iwan Sonjaya1, *, Noorlela Marcheta1, Muhamad Rifqi Pratama1
1Computer and Informatics Department, Politeknik Negeri Jakarta, Jl. Prof. Dr. G.A. Siwabessy, Kampus UI Depok, Jawa Barat, Indonesia
*Corresponding author. Email: iwan.sonjaya@tik.pnj.ac.id
Corresponding Author
Iwan Sonjaya
Available Online 2 February 2024.
DOI
10.2991/978-2-38476-206-4_28How to use a DOI?
Keywords
Educational Games; Japanese Letters; Japanese Kanji
Abstract

Language is a tool for interaction in the form of sounds that come out of the mouth. Unlike Indonesian which uses the alphabet, Japanese has three types of letters, namely: hiragana, katakana, and kanji. Because of the letters in Japanese kanji very numerous and different from what people who live in are used to seeing outside Japan every day, not to mention the differences in how to read onyomi & kunyomi. Some people have difficulty memorizing and reading all the kanji letters Japan, as happened at SMA Sejahtera 1 Depok. Therefore, it is necessary more effective and interesting learning method solutions. educational games can be used an interesting learning medium because it combines learning with play. The design of this educational game uses the Game Development Life Cycle method (GDLC). This research uses a mix-method approach that combines qualitative and quantitative approaches. The results of this research are educational games for Android and computer platforms. The results of beta testing pretest posttest showed an increase in the average score of respondents was from 6.9 in the pretest to 8.8 in the posttest.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference on Teaching, Learning and Technology (ICTLT 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
2 February 2024
ISBN
10.2991/978-2-38476-206-4_28
ISSN
2352-5398
DOI
10.2991/978-2-38476-206-4_28How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Iwan Sonjaya
AU  - Noorlela Marcheta
AU  - Muhamad Rifqi Pratama
PY  - 2024
DA  - 2024/02/02
TI  - Application of Learning Material with a Gamification Model Approach as an Innovation in Learning Japanese Kanji Letters
BT  - Proceedings of the International Conference on Teaching, Learning and Technology (ICTLT 2023)
PB  - Atlantis Press
SP  - 243
EP  - 249
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-206-4_28
DO  - 10.2991/978-2-38476-206-4_28
ID  - Sonjaya2024
ER  -