scholarly journals Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android

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.

Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


Author(s):  
Ngakan Putu Darma Yasa ◽  
Ni Kadek Nita Noviani Pande

This research aims to produce learning media in the form of educational games. This educational game can be filled with learning content needed by children so as to provide new learning alternatives. The stages in this research start from collecting data by observation method, interview, documentation and literature. Game design through several stages, namely pre-production, production and post-production. Educational games designed to contain animal recognition materials based on how to breed. Animals featured in the game are animals that are often found everyday such as chickens, rabbits and elephants. Desktop-based educational games mean they can only be played on a computer. 


2015 ◽  
Vol 27 (II) ◽  
pp. 107
Author(s):  
Hanip Pujiati ◽  
Aisah Aisah

Abstract: The objective of this research was to develop a English learning material model for an Extracurricular Program in Elementary Schools. A Research and Development methodology was used involving the following steps: analyzing students’ and teachers’ needs, evaluating the existing learning materials, designing a new learning materials, validating the learning materials by experts, revising learning materials, trying out the learning materials, and revising learning materials. It was found that the existing learning materials were not appropriate for the students’ characteristics and were not organised in a systematic way. Students and teachers indicated that they appreciated enjoyable English language learning materials such as songs, stories and games. Based on these findings a new model for developing materials was developed for Extracurricular English Program in Elementary Schools.


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


2021 ◽  
Vol 10 (2) ◽  
pp. 96-108
Author(s):  
Lusi Sri Rahayu ◽  
Zukhaira Zukhaira ◽  
Nafis Azmi Amrullah

This research is motivated by the attitudes of class X SMA / MA students who are still adjusting to the new learning environment and not many students have studied Arabic so that students experience learning difficulties, especially in learning Arabic listening skills. This causes some students to lack a sense of responsibility for the learning material so that students do not pay attention to the teacher's explanation. Therefore, the development of learning methods for Arabic listening skills based on cooperative jigsaw type for class X SMA / MA students is needed so that students can have a sense of responsibility for their learning and that of others so that the learning objectives will be achieved properly. This study uses a type of qualitative research with a research and development design (Research and Development). The results of this study are as follows. First, teachers and students want the development of a jigsaw-type cooperative method for Arabic listening skills for class X SMA / MA. Second, the prototype of this method contains the background, assumptions, characteristics of the method, KI, KD, and indicators of Arabic listening skills for class X SMA / MA odd semester, learning steps, evaluation, and assessment criteria. Third, the assessment on the feasibility aspect of the presentation got a value of 44.5, the audio feasibility aspect got a value of 12.75, and the aspect of the feasibility of the method got a value of 30.75. The overall value of the aspects of this learning method is 88 in the very feasible category so that it can be used for learning Arabic listening skills for class X SMA / MA.


2012 ◽  
Vol 2 (3) ◽  
pp. 5-6
Author(s):  
Kristina HMELJAK SANGAWA

Having received a lively response to our call for papers on the lexicography of Japanese as a second language, the editorial board decided to dedicate two issues of this year's ALA to this theme, and I am happy to introduce the second round of papers, after the first thematic issue published in October this year.This issue is again divided into two parts. The first two papers offer analyses of two aspects of existing dictionaries from the point of view of Japanese language learners, while the following four papers present particular lexicographic projects for learners of Japanese as a foreign language.The first paper, by Kanako Maebo, entitled A survey of register labelling in Japanese dictionaries - Towards the labelling of words in dictionaries for learners of Japanese, analyses register labelling in existing dictionaries of Japanese, both in those expressly intended for learners of Japanese as a second language and those intended for native speakers, pointing out how register information provided by such dictionaries is not sufficient for L2 language production. After stressing the usefulness of usage examples for learners trying to write in Japanese, she offers an example of a corpus-based register analysis and proposes a typology of labels to be assigned to dictionary entries, calling for the development of corpora of different genres to be used for lexical analysis.In the second paper, An analysis of the efficiency of existing kanji indexes and development of a coding-based index, Galina N. Vorobеva and Victor M. Vorobеv tackle one of the most time-consuming tasks learners of Japanese are confronted with: looking up unknown Chinese characters. After a comprehensive description of existing indexes, including less known indexing systems developed by Japanese, Chinese, Russian and German researchers, they compare the efficiency of these systems using the concept of selectivity, and propose their own coding-based system. Although searching for unknown characters is becoming increasingly easy with the use of optical character recognition included in portable electronic dictionaries, tablets and smart-phones, not all learners have yet access to such devices. Efficient indexes for accessing information on Chinese characters are therefore still a valuable tool to support language learners in this most tedious task, while the ability to decompose a character into component parts remains an important basis for character memorisation.The second part of this issue presents four projects aimed at supporting particular lexical needs of learners of Japanese as a second language.In the first paper, Development of a learners' dictionary of polysemous Japanese words and some proposals for learners’ lexicography, Shingo Imai presents a new lexicographic approach to the description of polysemous words. As Imai rightfully stresses, the most basic and common words learned by beginning language learners are actually often very polysemous; being deceivingly simple at first glance, they are often introduced with simple glosses or basic prototypical examples at the first stages of learning, and later treated as known words in intermediate or advanced textbooks, even if used for less common senses which are still unknown to the learners, causing much confusion. In the dictionary series presented here, polysemous headwords are thoroughly and systematically described within their semantic networks, where the connections between core and derived meanings are schematically visualised and exemplified.The following two papers present two of the first and most popular web-based systems for Japanese language learning support, both of which have been developing for more than a decade, supporting Japanese language learners all over the world.Reading Tutor, a reading support system for Japanese language learners, presented by Yoshiko Kawamura, is a widely known and used system based at Tokyo International University, which offers automatic glossing of Japanese text with Japanese definitions and examples, and translations into 28 languages. After introducing the system, its development, functionalities and its tools for signalling the level of difficulty of single words, characters, or whole Japanese texts, the author describes its possible uses in language instruction and autonomous learning, and one concrete example of its application to the development of learning material for a specific segment of learners, foreign candidates to the Japanese national examination for certified care workers, mostly Filipino and Indonesian nurses working in Japan. The author concludes with suggestions for fostering autonomous vocabulary learning.The other Japanese language learning support system with an equally long and successful tradition, developed at Tokyo Institute of Technology, is presented by its initiator, Kikuko Nishina, and one of its younger developers, Bor Hodošček, in Japanese Learning Support Systems: Hinoki Project Report. The article presents the many components of this successful system, including Asunaro, a reading support system aimed especially at science and engineering students and speakers of underrepresented Asian languages, Natsume, a writing assistance system using large-scale corpora to support collocation search, Natane, a learner corpus, and Nutmeg, an automatic error correction system for learners' writing.The last project report, by Tomaž Erjavec and myself, introduces resources and tools being developed at the University of Ljubljana and at Jožef Stefan Institute: JaSlo: Integration of a Japanese-Slovene Bilingual Dictionary with a Corpus Search System. The dictionary, corpora and search tools are being developed primarily for Slovene speaking learners of Japanese, but part of the tools, particularly the corpus of sentences from the web-harvested texts, divided into five difficulty levels, can be used by any learner or teacher of Japanese.I hope you will enjoy reading these articles as much as I did, and wish you a peaceful New Year.  


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.


Author(s):  
Zhi-Hui Hu ◽  
Billy H.W. Chiu ◽  
Howard Leung ◽  
Yun Xu

One of the difficulties in learning Chinese Characters is distinguishing similar characters. Usually similar characters have quite different meanings. This can cause misunderstanding and miscommunication in daily life. It is thus important for students learning the Chinese language to be able to distinguish similar characters and understand their proper usage. In this chapter, the authors propose some educational games to train students to distinguish similar characters. As Computer Assisted Language Learning (CALL) software, the proposed educational games can reduce the workload of teachers for delivering language lessons. By applying Computer Assisted Item Generation (CAIG) technique, a large amount of assessment items can be generated efficiently. The authors propose a method to identify similar Chinese characters such that the game content creation can be made automatic thus minimizing the human efforts. Learners need to understand the concepts rather than memorize the answers in order to perform well in the games. This results in a high replay value for the proposed educational games.


2017 ◽  
Vol 56 (6) ◽  
pp. 848-865 ◽  
Author(s):  
Amanda Müller ◽  
Jeong-Bae Son ◽  
Kazunori Nozawa ◽  
Reza Dashtestani

This article explores the usefulness of a web-based education game for learning English idioms and examines attitudinal factors contributing to the learning of the idioms with the game. The two studies reported in this article involved two groups of English as a foreign language students in two different contexts. The students were surveyed on their opinions of language learning and games and tested on their idiom knowledge before and after using the web-based educational game over a similar period of gameplay time. The studies found that both groups had significant gains in idiom knowledge, with some variation. It was also found that idiom knowledge improvement was largely mediated by willingness to learn English. In addition, other factors such as satisfaction and self-perception of improvement were noted. It is suggested that, in game-based language learning, attitudinal and motivational factors such as satisfaction with games and willingness to learn with games need to be carefully considered as they can generate positive learning outcomes. Further studies on the use of online educational games for language learning are recommended to be conducted in and out of the classroom in line with the evaluation of the games.


2021 ◽  
Vol 13 (2) ◽  
pp. 511-517
Author(s):  
Hafn iati ◽  
Risnovita Sari ◽  
Ahmad Bengar Harahap

This research aims to develop German learning application, namely Deutschlernen which can be downloaded on Playstore. In addition, this research also aims to know the validity, practicality, and effectiveness of German Language Learning Media based on Android’s Deutschlernen. The research method used in this application is a research and developing method ADDIE Model with 5 Steps like analysis, design, development, implementation and Evaluation to improve the language ability to guess an available answer through pictures, vocabulary, expressions, dialogue, grammar, practice questions, quizzes and puzzles that use German. All German learning materials for beginners will be packaged in an application (Deutschlernen) which can be accessed and downloaded by using Playstore in a smartphone, so that this research can be used not only for German language students, but also for the general public who wants to learn German. Through the educational game Deutschlernen, German learners will be enabled to improve their vocabularies, to memorize some useful expressions, to understand the rule of German grammar by mastering German language learning material at level A1 help the students to improve their German language skills quickly and easily. Based on the result of the research, it can be known that the Deutschlernen Android application contains level A1 German learning materials, featuring grammar, vocabulary (Wortschatz) and useful phrases (Redemittel) and is a very flexible learning medium because it can be accessed anywhere via the Playstore.


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