Abstract
Japanese language has three writing system which are Hiragana, Katakana, and Kanji. In order to help with the pronunciation of Hiragana and Katakana characters, they include special accented characters known as ‘Dak-uteri' and ‘Handakuteri. However, most students have difficulties in remembering and recognizing Hiragana and Katakana characters and how these characters can be pronounced. Therefore, a game was developed to help students in memorizing, recognizing the difference symbols of Hiragana and Katakana characters, and increase a better understanding towards them. This project uses ADDIE model as a framework in Methodology because the model is commonly used in educational and instructional design development. The game elements implemented are level, challenge, rule, timer, and score. The game involves two types, the first one is Memory Song Game and the second one is Match Puzzle Game. The game’s theme is ‘Pirate’ where the player needs to find the character that matches the puzzle space while memorizing the characters through Game-Based Learning principle. The game is developed for Android mobile phone device. Thirteen students in UiTM Jasin Melaka who are learning Japanese language and who are also planning to take Japanese as a third language are involved to test the usability of the game. Majority of the respondents are satisfied the game is beneficial and good in the enhancement of learning in Japanese language. It was discovered that they really enjoyed the challenge part of the game. The testing analysis also suggested some improvements in the future to be added to the game, such as adding variety of games and displaying high score lists to make the game available to compete with friends. In conclusion, this project has successfully achieved all three objectives that have been identified at the beginning of the process.
Metadata
Item Type: | Thesis (Degree) |
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Creators: | Creators Email / ID Num. Mohd Rozi, Nor Aizie Izzaty 2017516699 |
Contributors: | Contribution Name Email / ID Num. Advisor Ahmadon, Fadzlin UNSPECIFIED |
Subjects: | L Education > LB Theory and practice of education > Computers in education. Information technology |
Divisions: | Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences |
Programme: | Bachelor of Computer Science (Hons.) (CS230) |
Keywords: | Mobile application; Learning and memorizing; Japanese characters; Game-based learning |
Date: | 2020 |
URI: | https://ir.uitm.edu.my/id/eprint/89025 |
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