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...

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Main Authors: Mohd Rozi, Nor Aizie Izzaty, Ahmadon, Fadzlin, Mohamed Aris, Ruzana, Mohd Hizal, Muhammad Haziq, Maarof, Haziq Iqbal
Format: Conference or Workshop Item
Language:English
Published: 2020
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/422/
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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/