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International Journal of Advanced Computer Science and Applications(IJACSA), Volume 13 Issue 2, 2022.
Abstract: This research was purposed to test the effectiveness of learning the Japanese language through a video game. the video game is built for Personal Computer (PC) users to provide Japanese Language education through video games for teens and adults. The research methods used include literature studies of various books, journals, websites, and theories that can support the writing as well as defining the questions for questionnaires to collect useful data. The development of game application methodology used is Game-Based Learning with Enhanced Learning Experience and Knowledge Transfer (ELEKTRA) methodology, which consists of in-depth analysis of the target audience and learning materials. the effectiveness of video games are evaluated using pre-test and post-test methods. From this researches can be seen that video games are effective to increase the users’ knowledge of the Japanese language. also, a video game has the capability to increase the user’s interest in learning Japanese because of the visual form of the learning process that leads the user to stay engaged with the learning process.
Yogi Udjaja, Puti Andam Suri, Ricky Satria Gunawan and Felix Hartanto, “Game-based Learning Increase Japanese Language Learning through Video Game” International Journal of Advanced Computer Science and Applications(IJACSA), 13(2), 2022. http://dx.doi.org/10.14569/IJACSA.2022.0130268
@article{Udjaja2022,
title = {Game-based Learning Increase Japanese Language Learning through Video Game},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2022.0130268},
url = {http://dx.doi.org/10.14569/IJACSA.2022.0130268},
year = {2022},
publisher = {The Science and Information Organization},
volume = {13},
number = {2},
author = {Yogi Udjaja and Puti Andam Suri and Ricky Satria Gunawan and Felix Hartanto}
}
Copyright Statement: This is an open access article licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.