Educational Game Learning Japanese Language

Oh Daniel Kurniawan, Hendra Prasetya, Bernadinus Harnadi,




Abstract

Language and culture is an applied been possessed by every man since born. Language is a in the form of communication with  each  other.  In daily life, communicate with the family, friend, even work also need good ability. Therefore a  use of language that well and properly should be owned individuals[1]. Nihon-Goo! Is a Game made from computer for the purpose as a medium and facilitate the process increase knowledge and understanding basic vocabulary and culture in japan. After 5 times playing of one each day, game testing was conducted to 40 people and fill the questionnaire. Post-test data result shows that the game makes the player having  difficulty answering  the questions, but still want to play it again and again. So even though they failed to try it, they still tried again and again.


Save to Mendeley



Keywords

Game, Education, Nihon-Go, Culture, Vocabulary, Japan

Full Text:

PDF

References

Nostrand, “Pengertian budaya menurut para ahli,” 2019. [Online]. Available: www.zonareferensi.com/pengertian-kebudayaan. [Accessed: 20-Sep- 2007].

B. Adams, “Pengertian Bahasa menurut para ahli dan secara umum.” [Online]. Available: http://www.zonareferensi.com/pengertian-bahasa.

Renariah, “Bahasa Jepang dan karakteristiknya,” J. Sastra Jepang Fak. Sastra Univ. Kristen Maranatha, vol. 1, no. 2, pp. 1–16, 2002.

A. Fitria, “Game Kyuzi Goes to Japan untuk Pembelajaran Kosakata Bahasa Jepang menggunakan Metode Fuzzy Stage machine (FuSM) Sebagai Perilaku Non-Playable Character (NPC),” 2014.

N. Pada, P. Huruf, H. Siswa, K. X. Sma, K. Bhayangkari, and D. A. Permithasari, “HIKARI : E-Journal Pengajaran Jepang Universitas Negeri Surabaya HIKARI : E-Journal Pengajaran Jepang Universitas Negeri Surabaya,” E-Journal Pengajaran Jepang Unesa, vol. 1, pp. 1–7, 2014.

R. Brisling, “Pengertian Budaya Menurut Para Ahli.” [Online]. Available: www.zonareferensi.com/pengertian- kebudayaan/.

S. Pendidikan, B. Jepang, J. B. Asing, U. N. Surabaya, and M. Litt, “Pengembangan Media Goi Game Berbasis Web Pada Pembelajaran Kosakata Bahasa Jepang Buku Nihongo 1 Di Sma,” E-Journal Unesa, vol. I, pp. 2–4, 2013.

O. A. Venus and L. Helmi, “Budaya Populer Jepang di Indonesia: Catatan Studi Fenomenologis Tentang Konsep Diri Anggota Cosplay Party Bandung,” J. ASPIKOM, vol. 1, no. 1, pp. 71–90, 2010.

N. Andari, “Budaya Indonesia Dan Jepang ( Tinjauan Tradisi Penamaan Dan Gerak Isyarat,” Fak.Sastra Untag Surabaya, vol. 9, no. 2, pp. 22–29, 2009.

W. Marlianti, “Game Edukasi ‘Kabayan Nyunda’ Berbasis Android,” J. Chem. Inf. Model., pp. 1–18, 15AD.

M. D. Burress and J. M. Peters, “Collaborative Learning in a Japanese Language Course,” SAGE Open, vol. 5, no. 2, p. 215824401558101, 2015.

K. Kosakata, B. Jepang, H. Elian, Y. Rosliyah, and D. Prasetiani, “Journal of Japanese Learning and Teaching,” vol. 4, no. 1, pp. 10–13, 2015.

M. J. Semita, Cara Mudah&Praktis Belajar Bahasa Jepang. Yogyakarta: Pusat Kajian Bahasa, 2017.

S. I. Trahutami, “Nilai Sosial Budaya Jepang Dalam Peribahasa Jepang yang Menggunakan Konsep Binatang,” vol. 5, no. 1, 2015.

L. M. Rasiban, “Kanji Learning Strategies through the Knowledge of Kanji History,” Underst. Basic Kanji, vol. 82, pp. 132–138, 2018.


DOI: https://doi.org/10.24167/jbt.v1i2.3535

Article Metrics

Abstract viewed : 56 times
PDF files downloaded : 9 times

Refbacks

  • There are currently no refbacks.


e-ISSN: 2776-0332 | View My Stats