Research Article
Students’ Perceptions of The Use of Japanese Language Learning Media Based on “QR Game” on The Implementation of The Independent Curriculum Class X at SMAN 7 Malang
@INPROCEEDINGS{10.4108/eai.7-11-2022.2329539, author={Mella Safitri and Wiranto Aji Dewandono}, title={Students’ Perceptions of The Use of Japanese Language Learning Media Based on “QR Game” on The Implementation of The Independent Curriculum Class X at 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={implementation of the independent curriculum qr game students' perceptions}, doi={10.4108/eai.7-11-2022.2329539} }
- Mella Safitri
Wiranto Aji Dewandono
Year: 2023
Students’ Perceptions of The Use of Japanese Language Learning Media Based on “QR Game” on The Implementation of The Independent Curriculum Class X at SMAN 7 Malang
ICEL
EAI
DOI: 10.4108/eai.7-11-2022.2329539
Abstract
In this digital era, technology should be utilized as much as possible to accommodate students' needs and learning styles. Using the descriptive quantitative method, this study aims to analyze students' perceptions of Japanese language learning with barcode scanner media as a learning tool for implementing fun learning. The sample of this study was class X at SMAN 7 Malang, and data collection was conducted using a closed questionnaire with a simple random sampling technique. The research steps include preparation (initial observation, literature study, and media making), implementation, and analysis. Based on the test results, it can be concluded that there is an increase in students' interest and understanding of Japanese language learning after the application of game-based learning using barcode scanner media learning.