DESAIN dan IMPLEMENTASI APLIKASI PEMBELAJARAN BAHASA JEPANG - INDONESIA DENGAN METODE GAMIFICATION BERBASIS iOS

Adam Arif, Budiman and Dwikky, Mardianto (2019) DESAIN dan IMPLEMENTASI APLIKASI PEMBELAJARAN BAHASA JEPANG - INDONESIA DENGAN METODE GAMIFICATION BERBASIS iOS. Jurnal Sains & Teknologi Fakultas Teknik, 9 (2). pp. 22-29. ISSN 2088-060X

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Abstract

Japanese is a foreign language that is widely studied in Indonesia. But in a large number of Japanese language students in Indonesia, there are still some problems that arise. As experienced by students at the University of Darma Persada who have difficulty in the process of learning Japanese itself. Difficulties experienced include, among others, Japanese grammar that is difficult to learn, letters that are difficult to understand, understanding the meaning of words and sentences in Japanese and others. This report contains research on making an application of Japanese-Indonesian learning with case studies on students at Darma Persada University. This application was created using the waterfall method, gamification method and design thinking method. This application is also created using the swift programming language and the Firebase data storage system and this application is applied to the iOS operating system.

Item Type: Article
Uncontrolled Keywords: learning applications, Japanese-Indonesian, gamification, firebase, iOS
Subjects: 000 Generalities/Karya Umum > 005.5 General Purpose Application Programs/Program Aplikasi dengan Kegunaan Khusus
Divisions: Fakultas Teknik > Teknik Informatika
Depositing User: Fachry Al-Tolah Perpustakaan
Date Deposited: 26 Aug 2020 04:07
Last Modified: 26 Aug 2020 04:22
URI: http://repository.unsada.ac.id/id/eprint/1373

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