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ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings

Research Article

Digital Game-Based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese

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BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-031-28993-4_7,
        author={Emir Medina and Marbert John Marasigan},
        title={Digital Game-Based Second Language Learning of JLPT N5 \& N4 Grammatical Concepts for Japanese},
        proceedings={ArtsIT, Interactivity and Game Creation. 11th EAI International Conference, ArtsIT 2022, Faro, Portugal, November 21-22, 2022, Proceedings},
        proceedings_a={ARTSIT},
        year={2023},
        month={4},
        keywords={Digital Game-based Language Learning Game Development Gamification},
        doi={10.1007/978-3-031-28993-4_7}
    }
    
  • Emir Medina
    Marbert John Marasigan
    Year: 2023
    Digital Game-Based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese
    ARTSIT
    Springer
    DOI: 10.1007/978-3-031-28993-4_7
Emir Medina1, Marbert John Marasigan1,*
  • 1: Department of Physical Sciences and Mathematics, College of Arts and Sciences
*Contact email: mcmarasigan2@up.edu.ph

Abstract

Learning grammatical concepts and syntax of a targeted language have been a considerable research gap in Digital Game-based Language Learning (DGBLL). In particular, the development of a digital game that leverages DGBLL affordances has yet to be done in the context of the Japanese language. This paper aims to develop a digital game that facilitates second language learning of Japanese grammatical concepts based on the N5 and N4 levels of the Japanese Language Proficiency Test (JLPT). The resulting digital game, namedBunshiki, is a role-playing game with shoot ‘em up elements. It features gameplay mechanics that are consistent with the goal of facilitating Japanese grammar acquisition while leveraging affordances of DGBLL apps and approaches based on the two major philosophies of grammar pedagogy, namely, focus on forms (FonFs) and focus on form (FonF). A quasi-experimental test in the form of pretests and posttests was done to test the effectiveness of the game. Additionally, a usability test: the Game User Experience Satisfaction Scale (GUESS-18) was also completed by the participants. The first test has shown an improvement in their level of knowledge on JLPT N5 and N4 grammatical concepts based on the participants’ pretest scores and posttest scores. The usability test, meanwhile, boasted above average ratings across most of the categories tested.

Keywords
Digital Game-based Language Learning Game Development Gamification
Published
2023-04-02
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-031-28993-4_7
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