Abstract

Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.

Highlights

  • Japanese language is different from other language

  • The use of Japanese is in various need

  • a new learning method is considered as a tool to attract one

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Summary

Pendahuluan

Kebutuhan penguasaan bahasa Jepang di Indonesia sudah menjadi prioritas yang harus dipenuhi karena kegunaannya dalam berbagai hal seperti adanya beasiswa melanjutkan studi di Jepang, menyambut wisatawan Jepang dan lain-lain. Berdasarkan hal tersebut, diperlukan suatu media pembelajaran baru yang dapat membantu siswa dalam belajar melatih menulis dan menghafal huruf Katakana dan Hiragana. Banyaknya penggunaan berbagai aplikasi mobile saat ini mendukung dalam penerapan game edukasi pada perangkat mobile sebagai media pembelajaran, yang tentunya lebih mudah diterima serta lebih efisien waktu karena dapat digunakan dimanapun dan kapanpun melalui perangkat mobile. Fitur pembelajaran aksara Bali oleh Setiyawan menggunakan fitur tebak huruf dan menulis, perbedaannya dengan penelitian ini yaitu pada fitur menulis dibuat lebih kompleks dengan adanya tanda-tanda dalam menulis serta materi dalam game mengacu pada kurikulum pelajaran sekolah. Adanya kedua fitur tersebut serta game yang dibuat pada perangkat mobile sebagai media pembelajaran, nantinya game dapat membantu dalam mengatasi kesulitan belajar bahasa Jepang yang disebabkan oleh faktor-faktor di atas

Metodologi Penelitian
Tampilan Game Edukasi Mengenal Huruf Katakana dan Hiragana
Hasil Analisa
Aspek Grafis Visual
Aspek Rekayasa Perangkat Lunak
Aspek Entertainment
Aspek Content
Findings
Kesimpulan
Full Text
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