Korean Learning Mobile Application for UiTM Students

The learning method that is not attractive lead learner to feel bored and do not want to read a book. There is also insufficient face to face a learning session which only two hours per week to learning Korean language with the lecturer. Therefore, this project is developing a mobile application to...

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Main Authors: Rosland, Siti Nurqamarina, Mohd Ghazalli, Hajar Izzati, Azhari, Amirah Zulaikha, Jamaluddin, Siti Syafiqah
Format: Conference or Workshop Item
Language:English
Published: 2020
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/94/
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author Rosland, Siti Nurqamarina
Mohd Ghazalli, Hajar Izzati
Azhari, Amirah Zulaikha
Jamaluddin, Siti Syafiqah
author_facet Rosland, Siti Nurqamarina
Mohd Ghazalli, Hajar Izzati
Azhari, Amirah Zulaikha
Jamaluddin, Siti Syafiqah
author_sort Rosland, Siti Nurqamarina
building UiTM Institutional Repository
collection Online Access
description The learning method that is not attractive lead learner to feel bored and do not want to read a book. There is also insufficient face to face a learning session which only two hours per week to learning Korean language with the lecturer. Therefore, this project is developing a mobile application to learn Korean language by using educational game technique. Korean learning Mobile application for UiTM students is intended to be used by UiTM students who enrolled for the Korean language subject, Korean language lecturer and anyone that interested in learning Korean language. The purpose of this system is to help users to learn Korean language more easily at anywhere and anytime. Currently, UiTM students used traditional book-based learning as a learning platform. This required much time to find the information since they need to read line by line of the book until they found the information that they require. Gamification techniques refer to the use of game symbols, game elements and concepts in a context other than games to increase motivation and interaction and influence user behaviour. The mobile application functionality has been evaluated. The result shows the system can run smoothly and meet the user's expectations. In conclusion, this application is able to use by Android users only, this limitation can be improved in the future so anyone either Android user or iOS user can use this application system.
first_indexed 2025-11-14T21:20:57Z
format Conference or Workshop Item
id uitm-94
institution Universiti Teknologi MARA
institution_category Local University
language English
last_indexed 2025-11-14T21:20:57Z
publishDate 2020
recordtype eprints
repository_type Digital Repository
spelling uitm-942020-11-21T00:07:20Z https://ir.uitm.edu.my/id/eprint/94/ Korean Learning Mobile Application for UiTM Students Rosland, Siti Nurqamarina Mohd Ghazalli, Hajar Izzati Azhari, Amirah Zulaikha Jamaluddin, Siti Syafiqah Mobile computing The learning method that is not attractive lead learner to feel bored and do not want to read a book. There is also insufficient face to face a learning session which only two hours per week to learning Korean language with the lecturer. Therefore, this project is developing a mobile application to learn Korean language by using educational game technique. Korean learning Mobile application for UiTM students is intended to be used by UiTM students who enrolled for the Korean language subject, Korean language lecturer and anyone that interested in learning Korean language. The purpose of this system is to help users to learn Korean language more easily at anywhere and anytime. Currently, UiTM students used traditional book-based learning as a learning platform. This required much time to find the information since they need to read line by line of the book until they found the information that they require. Gamification techniques refer to the use of game symbols, game elements and concepts in a context other than games to increase motivation and interaction and influence user behaviour. The mobile application functionality has been evaluated. The result shows the system can run smoothly and meet the user's expectations. In conclusion, this application is able to use by Android users only, this limitation can be improved in the future so anyone either Android user or iOS user can use this application system. 2020-02 Conference or Workshop Item PeerReviewed text en https://ir.uitm.edu.my/id/eprint/94/1/94.pdf Rosland, Siti Nurqamarina and Mohd Ghazalli, Hajar Izzati and Azhari, Amirah Zulaikha and Jamaluddin, Siti Syafiqah (2020) Korean Learning Mobile Application for UiTM Students. (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
Rosland, Siti Nurqamarina
Mohd Ghazalli, Hajar Izzati
Azhari, Amirah Zulaikha
Jamaluddin, Siti Syafiqah
Korean Learning Mobile Application for UiTM Students
title Korean Learning Mobile Application for UiTM Students
title_full Korean Learning Mobile Application for UiTM Students
title_fullStr Korean Learning Mobile Application for UiTM Students
title_full_unstemmed Korean Learning Mobile Application for UiTM Students
title_short Korean Learning Mobile Application for UiTM Students
title_sort korean learning mobile application for uitm students
topic Mobile computing
url https://ir.uitm.edu.my/id/eprint/94/
https://ir.uitm.edu.my/id/eprint/94/