Aplikasi Pengenalan Nama Benda dalam Bahasa Jepang dengan Metode GDLC Berbasis Android
Abstract
The development of information and communication technology in the field of education can turn abstract learning into concrete through android-based learning media. The development of learning media requires software development methods, one of which is the Game Development Life Cycle (GDLC) method. Game Development Life Cycle (GDLC) is a method that handles game development from start to finish. This educational game contains elements of text, images, audio and 3D animation that are designed as attractive as possible to increase the attraction for beginners in learning Japanese. In making this educational game using Adobe Photoshop and Unity 3D software. The purpose of this study is to help beginners learn to know more about recognizing object names in Japanese with an attractive appearance and provide a different atmosphere and learning method.
Downloads
References
[2] Abdillah, dkk. (2018). Aplikasi Komputer dan Smartphone Berbasis Android untuk Menangani Reservasi Hotel pada Citi Smart Hotel - BSD. Jurnal Teknik Komputer, 4, 64-70. doi:10.31294/jtk.v4i2.3597
[3] Latief, Aldi Rivan Maulana. (2018). Pembangunan Game Edukasi Operasi Hitung Bilangan Menggunakan Metodologi Digital Game Based Learning. institutional repositories & scientific journals. (Unpas No. 32660).
[4] Nugraha, Nikko Alfian. (2019). Pembangunan Game Edukasi Mengenal Alat Musik Tradisional Jawa Barat Menggunakan Metode Game Development Life Cycle. institutional repositories & scientific journals. (Unpas No. 41105).
[5] Sukma, Atmadja S. (2018). Pembangunan Game Peduli Lingkungan Menggunakan Metode Agile Game Development. Institutional Repositories & Scientific Journals (Unpas No. 40673).
[6] Nuraini, Rini. (2015). Desain Algorithma Operasi Perkalian Matriks Menggunakan Metode Flowchart. JURNAL TEKNIK KOMPUTER, 1, 144-151. Diambil kembali dari https://ejournal.bsi.ac.id
[7] Winarni, Rani, dkk. (2019). Pengaruh Penggunaan Media Pembelajaran Storyboard Terhadap Kreativitas Belajar Sisiwa Pada Mata Pelajaran Seni Budaya. Jurnal Teknologi Pendidikan, 4, 69-79. Diambil kembali dari https://e-journal.undikma.ac.id
This work is licensed under a Creative Commons Attribution 4.0 International License.
Universitas Harapan Medan