Abstract

Starting from people limitations to understand Japanese, education and social life of those people in Japan can be hindered. Therefore, a game is needed that allows one to understand Japanese using Gamification Assisted Language Learning (GALL) method, involving the introduction of Japanese language implementation using expert point cloud ($EP) recognizer. This method is used to stimulate the sensory and motor nervous system and motivate students (players) to study harder. This can be evidenced by increase in players ability from 20% to 100%.

Highlights

  • Gamification emerged in the late 1960 [1]

  • Because Computer Assisted Language Learning (CALL) can be developed into Gamification Assisted Language Learning (GALL), GALL can maximize player interest to learn compared to Computer-Assisted Language Learning (CALL)

  • In created RPG game, the battle system is lifted using turn based and has an active time battle (ATB), where, when the battle is done, the player and enemy alternately attack in accordance with the ATB that has been determined

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Summary

Introduction

Gamification emerged in the late 1960 [1]. Because researchers see the effectiveness of gamification use, it has become a major highlight since the early 2010 [2]. Gamification is a method to implement by which a boring activity is converted into a fun activity, to attract interest and attention and motivate and improve performance in certain activities. Gamification changes person’s perception of nongame activity into games [9] In this case, the game can serve to stimulate different sensory and motor systems for each person [10], so as to enhance person’s understanding and memory [11]. The game can serve to stimulate different sensory and motor systems for each person [10], so as to enhance person’s understanding and memory [11] It can activate the brain cells as one of its functions can improve the ability of person language [12, 13]. Human intuitive theories explain the development of brain cells in the game because one can explain the world of the game, analyze some examples, and generate counterfactual thinking and produce effective plans [14]

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