scholarly journals Educational Game Learning Japanese Language

2021 ◽  
Vol 1 (2) ◽  
pp. 62
Author(s):  
Oh Daniel Kurniawan ◽  
Hendra Prasetya ◽  
Bernadinus Harnadi

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.

2021 ◽  
Vol 1 (2) ◽  
pp. 68
Author(s):  
Alnando Harsono ◽  
Ridwan Sanjaya ◽  
Bernadinus Harnadi

Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.


Author(s):  
Agus Gede Adi Prayoga ◽  
I Putu Agung Bayupati ◽  
A.A.K. Agung Cahyawan Wiranatha

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.


2018 ◽  
Vol 6 (2) ◽  
pp. 42-50
Author(s):  
Ditansya Lubis ◽  
Riska Sri Rahmawati ◽  
Soni Mulyawan Setiana

In learning japanese language, vocabulary is the most important thing in learning a language especially Japanese language. But in the process of learning vocabulary, students sometimes feel bored with the usual methods done in learning. To overcome the saturation, then made an educational game that provides education in the form of basic vocabulary of Japanese language. The design of this game successfully done by using the system development method is waterfall where progress is seen continue to flow down like a waterfall, which passes through the demands definition phase, system & software design, implementation & unit testing, integration & system testing, operation & maintance. This game is implemented by using the programming language actionscript using Adobe Flash CS6 software.


2020 ◽  
Vol 3 (2) ◽  
pp. 35
Author(s):  
Sigit Trimayanto ◽  
Dian Novita

This study aims to produce the Practical KIT along with its devices that are effectively used as learning media to train students SPS on the sub material of the Reaction Rate Law. The method used in this study is Research and Development design. The research instrument used consisted of a sheet of pre-test and post-test. Data analysis was carried out in descriptive quantitative to determine the effectiveness of Practical KIT along with the devices developed. The media is said to be effective if it meets 2 requirements, namely the percentage of classical completeness <85% and N-gain value <0.3. The developed media has been declared effective as indicated by the increase in the value of cognitive learning outcomes in the "Medium" and "High" categories with 100% classical completeness, an increase in the value of science process skills of students after using the Practical KIT media. "With classical completeness reaching 91.67%.


2017 ◽  
Vol 5 (2) ◽  
pp. 157
Author(s):  
Chrisna Putri Kurniati

This study entitles ―Citra Perempuan in Novel Burung Tiung Seri Gading Written by Hasan Junus‖. Problem in this research about the image of women and the gender inequities in the novel.This study aims to describe, express women‘s image and the discrimination of gender in novel Burung Tiung Seri Gading. The use of this study is to inform people in general and readers in particular about the roles and status of women in society reflected in novel Burung Tiung Seri Gading. The theory used is feminist literature criticism. This is a qualitative research. using the book study method. Primary data that is Burung Tiung Seri Gading novel Hasan Junus work published by Dinas Kebudayaan dan Pariwisata Provinsi Riau, Pekanbaru 2009185 pages thick.The steps of the research are (1) identify the female characters in literature, (2) seek the position of these figures in everyday life in society, good relations within the family or in society at large, (3) gender inequality would be viewed through a gender analysis ofits image of women in daily life. The conclusions of this study are that the roles and status of women in society get women not be able to avoid their housework and the discrimination of gender. AbstrakPenelitian ini berjudul ―Citra Perempuan dalam Novel Burung Tiung Seri Gading Karya Hasan Junus‖. Permasalahan dalam penelitian ini tentang citra perempuan dan terjadinya ketidakadilan gender dalam novel. Tujuan penelitian ini adalah mendeskripsikan citra perempuan dan mendeskripsikan ketidakadilan gender dalam novel Burung Tiung Seri Gading. Tujuan Penelitian ini adalah memberikan pengetahuan kepada pembaca khususnya dan masyarakat pada umumnya tentang peran dan kedudukan perempuan dalam masyarakat yang tercermin dalam novel Burung Tiung Seri Gading serta memberikan pengetahuan kepada pembaca tentang terjadinya ketidakadilan gender dalam masyarakat yang tercermin dalam novel Burung Tiung Seri Gading. Teori yang digunakan adalah kritik sastra feminis. Penelitian ini bersifat kualitatif dengan menggunakan metode studi pustaka. Data primernya bersumberkan pada novel Burung Tiung Seri Gading karya Hasan Junus yang diterbitkan oleh Dinas Kebudayaan dan Pariwisata Provinsi Riau, Pekanbaru, 2009 setebal 185 halaman. Kesimpulan yang dapat diambil dalam penelitian ini adalah adanya peran dan kedudukan perempuan di masyarakat membuat perempuan belum bisa lepas dari pekerjaan domestik serta perempuan adalah korban dari ketidakadilan gender.


2018 ◽  
pp. 13-18
Author(s):  
Andi Wijaya ◽  
Ria Yunidha
Keyword(s):  

    Penggunaan obat generik yang rendah disebabkan oleh kurangnya pengetahuan masyarakat mengenai obat generik. Hal tersebut dikarenakan kurangnya informasi tentang obat generik di kalangan masyarakat. Pendidikan sangat berpengaruh terhadap pengetahuan seseorang. Penelitian ini dilakukan untuk mengetahui pengaruh pemberian edukasi terhadap pengetahuan mahasiswa Universitas Muhammadiyah Purworejo tentang obat generik dan obat bermerek.    Desain penelitian adalah One Group Pre-test Post-test. Responden diperoleh dari mahasiswa Universitas Muhammadiyah Purworejo sebanyak 58 orang. Seluruh responden menjalani pre-test dan post- test dengan menjawab 10 pertanyaan tentang obat generik dan obat bermerek. Pertanyaan yang diberikan mewakili 4 aspek pengetahuan tentang obat generik dan obat bermerek. Pada hari yang sama pemberian edukasi dilakukan berupa penyuluhan sebelum diadakan post-test. Data diuji secara statistik dengan tingkat kepercayaan 95% .    Hasil menunjukkan perbedaan bermakna antara nilai post-test dengan pre-test dengan nilai p = 0,000 < 0,05 yang berarti Ho ditolak sehingga terbukti bahwa edukasi dapat meningkatkan pengetahuan mahasiswa Universitas Muhammadiyah Purworejo tentang obat generik dan obat bermerek.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Maslichah Maslichah ◽  
Bayu Akbar Khayudin ◽  
Ikha Ardianti

ABSTRAK Pasien yang dirawat di ICU pada umumnya mengalami sakit kritis biasanya hal ini akan menimbulkan bebagai  respons psikososial  dari anggota keluarganya. Respons ini dapat berupa respons positif maupun respons negatif. Salah satu cara agar respons psikososial menjadi positif yaitu memberikan penyuluhan kepada keluarga pasien agar ada peningkatan kognisi dan emosi. Desain penelitian ini menggunakan metode “Pre-Experiment”, dengan rancangan “One group pra-post test design”. Dengan populasi semua keluarga yang anggota keluarganya dirawat di Ruang ICU RSUD.dr.Sosodoro Djatikoesumo. Sampel diambil dengan proses Total Sampling. Variabel independen  yaitupenyuluhan keluarga pasien ICU, dan variabel dependen adalah respon psikososial keluarga pasien. Pengumpulan data menggunakan kuesioner. hasil penelitian yang dilakukan dengan uji statistik paired sample t-test, pada tingkat signifikansi diperoleh nilai 0,027 0,05 maka Ho ditolak dan H1 diterimaPerawat sebagai tenaga kesehatan yang harus selalu mengembangkan profesionalisme, perlu mengupayakan agar respons psikososial keluarga yang negatif dapat ditekan. Salah satu upayanya yaitu adalah memberikan penyuluhan kepada keluarga. Dalam penyuluhan akan diberikan: komunikasi, informasi, edukasi dan support. Kata Kunci : Penyuluhan, Respon Psikososial Keluarga  ABSTRACT Patients admitted to the ICU in general suffer from a critical illness usually this will lead to the kinds of psychosocial responses of family members. This response can be either a positive response or a negative response. One way to be positive psychosocial responses that provide counseling to the patient's family that there was an increase in cognition and emotion.This study design using the "Pre-Experiment", the draft "One group pre-post test design". With a population of all the families who have family members admitted to the ICU RSUD.dr.Sosodoro Djatikoesumo. Samples were taken with total sampling process. Independent variables, family counseling ICU patients, and the dependent variable is the family of the patient's psychosocial response. Collecting data using questionnaires. results of research conducted by the statistical test paired sample t-test, at a significance level obtained value 0,027 0,05 hence Ho refused and H1 accepted.Nurses as health workers must always develop professionalism, needs to strive for psychosocial response can be suppressed negative family. One of the efforts that are giving counseling to the family. In the extension will be granted: communication, information, education and support. Keywords: Counseling, Family Psychosocial Response


Author(s):  
Gema Esteban ◽  
Mónica Ruano ◽  
Isabel Motero

Wolfram Syndrome (WS) is a rare disease (RD) with an estimated prevalence of 1/770,000 inhabitants. It is considered a multisystemic, chronic and progressive disease.WS diagnosis implies devastating consequences at physical, educational and emotional levels. WS is also known by the acronym DIDMOAD, derived from the first letters of the main clinical symptoms: Diabetes Insipidus, Diabetes Mellitus, Optic Atrophy, and Deafness. Rare diseases are characterized by their low prevalence and the lack of knowledge on the pathophysiology and treatment of them. Interestingly, around 80% of RD have a genetic basis, and this fact causes doubts and uncertainties in the couples, about the idea of having another child. The existence of a RD in a family, alters significantly the relationships and the quality of life within the family. The present work remarks the huge value of psychosocial aspects in order to pay an adequate attention to these patients, not only taking care of the clinical aspects. The main purpose of this study has been to ascertain the quality of life of Wolfram’s syndrome affected patients, and its impact in the daily life.


2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


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