Research Article
Game-Based Learning Model Development "Aisatsu-Go" in Improving Japanese Vocabulary Comprehension for First-Year Class of SMAN 7 Malang
@INPROCEEDINGS{10.4108/eai.7-11-2022.2329366, author={Oktavia Hasna and Wiranto Aji Dewandono}, title={Game-Based Learning Model Development "Aisatsu-Go" in Improving Japanese Vocabulary Comprehension for First-Year Class of SMAN 7 Malang}, proceedings={Proceedings of the 2nd International Conference on Advances in Humanities, Education and Language, ICEL 2022, 07--08 November 2022, Malang, Indonesia}, publisher={EAI}, proceedings_a={ICEL}, year={2023}, month={6}, keywords={development learning media aisatsu-go japanese language vocabulary}, doi={10.4108/eai.7-11-2022.2329366} }
- Oktavia Hasna
Wiranto Aji Dewandono
Year: 2023
Game-Based Learning Model Development "Aisatsu-Go" in Improving Japanese Vocabulary Comprehension for First-Year Class of SMAN 7 Malang
ICEL
EAI
DOI: 10.4108/eai.7-11-2022.2329366
Abstract
This study aims to explore the development of learning media to improve the understanding of Japanese vocabulary. This research involved 136 highschooler students as the respondents of the game-based "Aisatsu-Go" implementastion in Japanese subjects. The results of the research are covered in 2 main points, including 1) based on the calculation of the value of the validation of learning media, it was found a result of 3.5, which is "valid". Meanwhile, based on the calculation of the value of the validation of learning materials, it was found that the result was 3, which is "valid“, and 2) the number of students who scored below 75 was 23 students, while the number of students who scored above 75 was 136 students. So, the percentage of completeness value is 85% which categorized as "good".