Publiora

Menghubungkan ke Publiora...

Publiora

Pengembangan Game edukasi berbasis Augmented Reality sebagai Media Pembelajaran Aksara Jepang

Sulehu, Marwa
Jurnal Minfo Polgan (Sinta 3)Vol. 0 No. 03 Januari 2024
DOI10.33395/jmp.v12i2.13328

Abstrak

Common problems faced by students in learning Japanese script in Indonesia include difficulty constructing sentences, distinguishing between hiragana and katakana letters, speaking Japanese, and using vocabulary. To overcome this obstacle, research proposes the development of learning media based on Augmented Reality (AR) with the concept of educational games. Involving the SMUNEL Japanese Community at SMA Negeri 5 Makassar, the research used qualitative methods with discussion, observation and documentation. The research results identified internal factors, namely the decline in enthusiasm for learning, and external factors, namely the need for innovative media, as the main problem. The proposed solution is an educational game-based AR application to introduce Japanese characters. Application testing showed a positive response, with 90% of respondents agreeing that this application increases interest in learning and helps distinguish basic Japanese letters. It is hoped that this research will make a significant contribution in providing innovative and interactive Japanese language learning alternatives through the use of AR technology.

Kata Kunci

Japanese charactersAugmented Reality (AR)educational games

Cari jurnal yang tepat untuk naskah Anda

MatchMind AI mencocokkan abstrak naskah Anda dengan ribuan jurnal terakreditasi dan menampilkan rekomendasi terbaik beserta alasannya.

Coba MatchMind

Lihat profil lengkap jurnal ini

Waktu review, biaya APC, statistik sitasi, indeksasi Scopus, dan banyak lagi.

Buka Jurnal Minfo Polgan

Artikel ini juga tersedia di situs resmi jurnal.

Pengembangan Game edukasi berbasis Augmented Reality sebagai Media Pembelajaran Aksara Jepang | Jurnal Minfo Polgan | Publiora