Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning
The Japanese language has three writing system which are Hiragana, Katakana, and Kanji. To help with the pronunciation of Hiragana and Katakana characters, they include special accented characters known as ‘Dakuten’ and ‘Handakuten’. However, most students have difficulties in remembering and reco...
| Main Authors: | , , , , |
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| Format: | Conference or Workshop Item |
| Language: | English |
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2020
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| Online Access: | https://ir.uitm.edu.my/id/eprint/422/ |
| _version_ | 1848802325951414272 |
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| author | Mohd Rozi, Nor Aizie Izzaty Ahmadon, Fadzlin Mohamed Aris, Ruzana Mohd Hizal, Muhammad Haziq Maarof, Haziq Iqbal |
| author_facet | Mohd Rozi, Nor Aizie Izzaty Ahmadon, Fadzlin Mohamed Aris, Ruzana Mohd Hizal, Muhammad Haziq Maarof, Haziq Iqbal |
| author_sort | Mohd Rozi, Nor Aizie Izzaty |
| building | UiTM Institutional Repository |
| collection | Online Access |
| description | The Japanese language has three writing system which are Hiragana, Katakana, and Kanji. To help with the pronunciation of Hiragana and Katakana characters, they include special accented characters known as ‘Dakuten’ and ‘Handakuten’. 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 different symbols of Hiragana and Katakana character, and increase a better understanding of them. This project uses the ADDIE model as a framework in Methodology because the model is commonly used in educational and instructional design development. 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. Thirteen students in UiTM Jasin Melaka who are learning the Japanese language and who are also planning to take Japanese as a third language are involved to test the usability of the game. The majority of the respondents are satisfied the game is beneficial and good in the enhancement of learning in the Japanese language. It was discovered that they enjoyed the challenging part of the game. In conclusion, this project has successfully achieved all three objectives that have been identified at the beginning of the process |
| first_indexed | 2025-11-14T21:21:34Z |
| format | Conference or Workshop Item |
| id | uitm-422 |
| institution | Universiti Teknologi MARA |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-14T21:21:34Z |
| publishDate | 2020 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | uitm-4222020-11-21T03:41:33Z https://ir.uitm.edu.my/id/eprint/422/ Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning Mohd Rozi, Nor Aizie Izzaty Ahmadon, Fadzlin Mohamed Aris, Ruzana Mohd Hizal, Muhammad Haziq Maarof, Haziq Iqbal Mobile computing The Japanese language has three writing system which are Hiragana, Katakana, and Kanji. To help with the pronunciation of Hiragana and Katakana characters, they include special accented characters known as ‘Dakuten’ and ‘Handakuten’. 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 different symbols of Hiragana and Katakana character, and increase a better understanding of them. This project uses the ADDIE model as a framework in Methodology because the model is commonly used in educational and instructional design development. 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. Thirteen students in UiTM Jasin Melaka who are learning the Japanese language and who are also planning to take Japanese as a third language are involved to test the usability of the game. The majority of the respondents are satisfied the game is beneficial and good in the enhancement of learning in the Japanese language. It was discovered that they enjoyed the challenging part of the game. In conclusion, this project has successfully achieved all three objectives that have been identified at the beginning of the process 2020-02 Conference or Workshop Item PeerReviewed text en https://ir.uitm.edu.my/id/eprint/422/1/422.pdf Mohd Rozi, Nor Aizie Izzaty and Ahmadon, Fadzlin and Mohamed Aris, Ruzana and Mohd Hizal, Muhammad Haziq and Maarof, Haziq Iqbal (2020) Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning. (2020) In: International Jasin Multimedia & Computer Science Invention & Innovation Exhibition (3rd edition), 17-28 Feb 2020, UiTM Cawangan Melaka Kampus Jasin. https://jamcsiix.wixsite.com/home |
| spellingShingle | Mobile computing Mohd Rozi, Nor Aizie Izzaty Ahmadon, Fadzlin Mohamed Aris, Ruzana Mohd Hizal, Muhammad Haziq Maarof, Haziq Iqbal Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title | Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title_full | Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title_fullStr | Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title_full_unstemmed | Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title_short | Mobile Application for Learning and Memorizing Japanese Characters using Game-Based Learning |
| title_sort | mobile application for learning and memorizing japanese characters using game-based learning |
| topic | Mobile computing |
| url | https://ir.uitm.edu.my/id/eprint/422/ https://ir.uitm.edu.my/id/eprint/422/ |