Audio-visual is one of many learning media that may be utilized in language learning. Games are an example of audiovisual media, which is a means for transmitting information with both audio (sound) and visual (picture) characteristics. A3! is a visual novel game with a Japanese setting. The game includes a number of storylines, as well as Japanese audio. The objective of this research is to see if the A3! visual novel game can be used as an audio-visual learning media to motivate people to learn Japanese. Data was collected by interviewing and giving a questionnaire to A3! players from various backgrounds. According to the interviews, A3! visual novel game affects players' language competence, with the following important points. First, the A3! visual novel game can increase players' Japanese language skills for those who have not learned or are currently learning the language. Second, the variable that motivates players to learn more Japanese is a more profound curiosity about the visual, audio, story, and characterization of A3! visual novel game.From that conclusion, it can be said that audio-visual media is effective in being utilized in Japanese language learning.
The main reason why Indonesians learn Japanese is because of interest in Japanese comics. However, Japanese comicbased teaching media to meet the needs of these students are still not widely available. This study aims to produce a manga-style comic book (Japanese comics) that prioritizes stories followed by Japanese language learning. The method used is Reeves' DBR (Design-Based Research) model. From the results of the implementation of the four stages of development, it is known that interviews to dig up information related to the lives of Japanese students in high school are effective in getting data on characterizations and story settings more accurately than proofreading from native speakers of conversational scripts can produce communication in the suitable comics with social attributes (Kansai dialect, slang, etc.) speakers. Expression in comics by considering the two stages passed previously, and questionnaires from high school students who have read the comics provide valuable input for improvement so that the contents of the comics can be more easily understood.
A visual novel is a reading media in the form of conversations between characters shown in a static anime style that attracts readers to continue reading it. Equipped with audio in Japanese and translation in English, it is estimated that visual novels can be used as an exciting learning media for students. This study aims to determine the possibility of visual novels, which are usually used as a game for entertainment purposes, as a medium for learning Japanese to pass the JLPT (Japanese Language Proficiency Test). The method used in this stusdy is a quantitative method to find the matching vocabularies, with a listening and note-taking method for data collection. The data analyzed here is a conversation transcript of some chapters of A3! visual novel and JLPT 2018 questions ranging from N5 to N3 level. The A3! visual novel data are grouped according to the JLPT's four linguistic aspects: Moji goi, bunpou, dokkai, and choukai, at each level (N5 to N3). The analysis results show that the visual novel A3! can be used as a strengthening medium for students to pass the JLPT from N5 to N3.
The study was aimed to discover the form of comics used in language learning and the development process, as well as the style of the Comic suitable with the interest of Japanese language students used in the previous study, which is expected to elaborate types of necessary research in the future for Japanese language teaching material development. There were 20 articles reviewed related to comics development for language learning. Based on the review result, it was found that 1) There are two types of comics, namely 1-Panel Comic used to explain one specific material and 4-Panel Comic used for conversation materials. However, there has yet any research related to comics development in the form of comic books; 2) In terms of process, both types of comics are formulated and developed by referring to a curriculum and learning plan so that the comics may assist students in understanding learning material; 3) Comic styles discussed in previous researches refer to American comic style, and thus less suitable to be used as Japanese language learning materials. The style used in Japanese comics is predicted to be more attractive for Japanese language students. However, there has yet any scientific study on the development of Japanese style comics in Japanese language learning.
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