2021
DOI: 10.2991/assehr.k.211119.011
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A3! Visual Novel Game as an Audio-Visual Media that Motivates Japanese Language Learning

Abstract: 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. Dat… Show more

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Cited by 2 publications
(2 citation statements)
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“…It can be assumed that visuals, such as the curves in this study, can help students understand learning. It is also explained in the research of Kusrini, Dewanty & Hidayat (2020) and Putri et al, (2021) that the use of visual media in language learning can support the transfer of knowledge. For instance, using icons, illustrations, comics, etc., as visuals is one element that keeps students motivated in language learning.…”
Section: コーヒーでものみませんか?mentioning
confidence: 99%
“…It can be assumed that visuals, such as the curves in this study, can help students understand learning. It is also explained in the research of Kusrini, Dewanty & Hidayat (2020) and Putri et al, (2021) that the use of visual media in language learning can support the transfer of knowledge. For instance, using icons, illustrations, comics, etc., as visuals is one element that keeps students motivated in language learning.…”
Section: コーヒーでものみませんか?mentioning
confidence: 99%
“…The goal of making VINOV was encouraged after the authors read the results of several research journals that discussed the effectiveness and success of visual novel educational games on increasing student interest, motivation, and learning outcomes in various fields of study, the art of music studies being one of the exceptions [1][2][3][4]. As a result, students' motivation and learning outcomes increase, with the reason that the use of visual novels in learning is considered interesting and fun.…”
Section: Introductionmentioning
confidence: 99%