Pengenalan Kosa Kata Bahasa Jepang melalui Mobile Learning Berbasis Game Based Learning

Agus Arifin Wijaya, Saida Ulfa, Henry Praherdiono

Abstract


Abstract: The rapid development of technology and has entered into various community groups one of them is smartphone. As a communication and information tool, smartphones have now turned functionality into a medium that can be used in the learning process. Learning using a smartphone should be able to increase knowledge and become a new way of learning reference. The problem that arises is the limited time students have to learn japanese as the second language used when working in Japan country. The development model used is Lee & Owens development model. The result of this development model is a valid media.

Abstrak: Perkembangan teknologi yang cepat dan telah memasuki ke berbagai golongan masyarakat salah satunya adalah smartphone. Sebagai sebuah alat komunikasi dan informasi, smartphone kini telah beralih fungsi menjadi media yang dapat digunakan dalam proses pembelajaran. Pembelajaran menggunakan smartphone haruslah dapat meningkatkan pengetahuan dan menjadi referensi cara belajar baru. Permasalahan yang muncul adalah keterbatasan waktu yang dimiliki siswa untuk mempelajari bahasa Jepang sebagai bahasa kedua yang digunakan saat bekerja di negara Jepang. Model pengembangan yang digunakan adalah model pengembangan Lee & Owens. Hasil model pengembangan ini berupa media yang valid.


Keywords


mobile learning; game based learning; japanese vocabulary; kosa kata bahasa jepang

Full Text:

PDF

References


Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Produk. Jakarta: Rineka Cipta.

Brom, C., Sisler, V., & Slavik, R. (2009). Implementing digital game-based learning in school: Augmented learning environtment of ”Europe 2045”. Multimedia System.

Chen, H., Dai, Y., Feng, Y., Jiang, B., Xiao, J., & You, B. (2017). Construction of affective education in mobile learning: The study based on learner’s interest and emotion recognition. Computer Science and Information Systems, 14(3), 685–702. https://doi.org/10.2298/CSIS170110023C

De Freitas, S. (2018). Are Games Effective Learning Tools? A Review of Educational Games. Educational Technology & Society, 21(2), 74–84. https://doi.org/10.2307/26388380

Dulay, H. (1982). Language Two. New York: Oxford University Pers.

Hikmat, A., & Mulyono, H. (2018). Smartphone Use and Multitasking Behaviour in a Teacher Education Program ( TEP ), 4–15.

Lee, W., & Owens, D. L. (2004). Multinedia-Based Instructional Design. San Francisco: Pfeiffer.

Nurgiyantoro, B. (2001). Penelitian Dalam Pengajaran Bahasa dan Sastra (edisi ketiga). Yogyakarta: BIFE.

Sulistyawati, L., & Putra, Y. M. P. (2017). Jepang akan Butuh Banyak Perawat dari Indonesia. Retrieved from http://nasional.republika.co.id/berita/nasional/jabodetabek-nasional/17/07/16/ot6abb284-jepang-akan-butuh-banyak-perawat-dari-indonesia

Wardani, D. (2009). Bermain Sambil Belajar (Menggali Keunggulan Rahasia Terbesar dari Suatu Permainan). Bandung: Edukasia.




DOI: http://dx.doi.org/10.17977/jptpp.v3i9.11543

Refbacks

  • There are currently no refbacks.


Copyright (c) 2018 Agus Arifin Wijaya, Saida Ulfa, Henry Praherdiono

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.


JPtpp is accredited “Rank 3” as a scientific journal under the decree of the Directorate General of Research Enhancement and Development, Ministry of Research, Technology, and Higher Education, dated December 7, 2022, No: 225/E/KPT/2022, effective for five years from Volume 7 Issue 8, 2022 until Volume 12 Issue 7, 2027. Link to download


Jurnal Pendidikan: Teori, Penelitian, & Pengembangan

Journal of Education: Theory, Research, and Development

Graduate School Of Universitas Negeri Malang

Lisensi Creative Commons

JPtpp is licensed under Creative Commons Attribution-ShareAlike 4.0 International License