Game Edukasi “Nihongo Kurabu” Belajar Bahasa Menggunakan Unity 2D Berbasis Android

Game Edukasi “Nihongo Kurabu” Belajar Bahasa Menggunakan Unity 2D Berbasis Android

  • Eka Wisnu Ramadhona STMIK IKMI CIREBON
  • Tio Prasetya STMIK IKMI Cirebon
  • Ade Irma Purnamasari STMIK IKMI Cirebon
  • Arif Rinaldi Dikananda STMIK IKMI Cirebon
  • Odi Nurdiawan STMIK IKMI Cirebon

Abstract

Japan is one of the largest economies in the world and a developed country in the fields of technology and communication as well as industry. Many of our people are already interested in the Land of the Rising Sun, one of which is studying a foreign language, namely Japanese. Japanese is a language that is very much in demand by the people of Indonesia, many Indonesian people really like Japanese Pop Culture (Japanese Culture) such as Harujuku, Cosplay, J-Pop Music, Manga & Anime. However, due to the lack of learning media, some people still find it difficult to learn the language. For this reason, researchers created a 2D Nihongo Kurabu mobile game where this game consists of learning Japanese to make it easier for users to learn basic things and everyday language in Japanese. The research in this development uses the Waterfall method, in making 2D object game designs using the Paint Tool Sai v2 Software and Adobe Photoshop CC 2020, to continue the development stage of making games using Unity Software using the C# language. The trial of this game was carried out on SMK children in Cirebon. In the development of this game will produce an educational game on the Android Platform. The game consists of recognizing Hiraga-Katakana letters, everyday language, arranging words to find out the meaning of the word and the pronunciation of the word. In making this game using data collection techniques by conducting library research observations and interviews. It is hoped that this game educational application can make it easier for many people to learn Japanese. As a result, this game is a good solution in overcoming the problems of learning Japanese at SMK 1 Kedawung, where students can be motivated to learn Japanese anywhere and anytime.
 

Author Biographies

Tio Prasetya, STMIK IKMI Cirebon
Rekayasa Perangkat Lunak
Ade Irma Purnamasari, STMIK IKMI Cirebon
Teknik Informatika
Arif Rinaldi Dikananda, STMIK IKMI Cirebon
Rekayasa Perangkat Lunak
Odi Nurdiawan, STMIK IKMI Cirebon
Manajemen Informatika

References

[1] W. Ramansyah, “Pengembangan Game Edukasi ‘Aksara Jawa’ Berbasis Unity Untuk Siswa Kelas 3 Sdn Mulyoarjo 3 Lawang,” Edutic - Sci. J. Informatics Educ., vol. 2, no. 2, pp. 31–42, 2016, doi: 10.21107/edutic.v2i2.1577.
[2] N. Rokhman and F. Ahmadi, “Pengembangan Game Edukasi si Gelis Berbasis Android Untuk Meningkatkan Kosakata Bahasa Inggris Siswa,” Sci. Journals Educ. Unnes, vol. 14, no. 2, pp. 166–174, 2020.
[3] M. Erfan, A. Widodo, Umar, Radiusman, and T. Ratu, “Pengembangan Game Edukasi ‘Kata Fisika’ Berbasis Android untuk Anak Sekolah Dasar pada Materi Konsep Gaya,” J. Pendidikan, Vol.11 No. 1, Februari 2020, vol. 2507, no. 1, pp. 1–9, 2020.
[4] M. Ali Masykhur and L. Yusi Risnani, “PENGEMBANGAN DAN UJI KELAYAKAN GAME EDUKASI DIGITAL SEBAGAI MEDIA PEMBELAJARAN BIOLOGI SISWA SMA KELAS X PADA MATERI ANIMALIA,” J. Pendidik. Biol., vol. VOL 11., no. 2, pp. 90–104, 2018.
[5] M. A. Rizkiningrum, W. L. Suri, and E. Erliyani, “Efektifitas Penggunaan Metode Discovery Learning Terhadap Hasil Belajar Menulis Kalimat Bahasa Jepang,” J. Penelit. Hum., vol. 21, no. 2, pp. 148–155, 2020, doi: 10.23917/humaniora.v21i2.9751.
[6] J. Anuari and A. Purwanto, “Pengembangan Teknologi Game Indonesia 3D RPG ‘ The Adventure of Riwut ’ dengan Unity Engine Berbasis Mobile,” vol. 2, no. 1, pp. 44–47, 2020.
[7] Andrinata, S. Havid, F. Heelmiah, and Nurwati, “Teknik Cepat Belajar Desain Poster Menggunakan Adobe Photoshop Pada Smanegeri 5 Tanjungbalai,” vol. 3, no. 1, pp. 39–46, 2020.
[8] K. S. Arif, M. H. Sugiharto, F. Nugroho, and J. N. Fadilah, “Rancang Bangun Game Labirin Hijaiyah Dengan Unity Menggunakan Metode Finite State Machine Abstract . Early recognition of hijaiyah letters is important . Game is one of the media that can be used . The designed game is the Labirin Hijaiyah game that aims,” J. Comput. Inf. Technol., vol. 4, no. 1, pp. 49–53, 2020.
[9] A. Sirumpea, S. Maesaroh, and K. Eka Saputro, “Perancangan Game Petualangan Mengenal Candi-,” AJCSR [Academic J. Comput. Sci. Res., vol. 2, no. 1, 2020.
[10] A. Amalina Puspitaningrum, E. Suprih Wihidayat, and P. Hatta, “PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI ROUTING STATIS,” J. Ilm. Edutic, vol. 6, no. 1, p. 123, 2019, doi: 10.23887/jppp.v4i1.24782.
[11] Hanafi, “Konsep Penelitian R&D Dalam Bidang Pendidikan,” J. Kaji. Keislam., vol. 4, no. 2, pp. 129–150, 2017, [Online]. Available: http://www.aftanalisis.com.
[12] G. W. Sasmito, “Penerapan Metode Waterfall Pada Desain Sistem Informasi Geografis Industri Kabupaten Tegal,” J. Inform. Pengemb. IT, vol. 2, no. 1, pp. 6–12, 2017.
[13] R. Haryanzi, T. F. Abidin, and R. Adriman, “Pengembangan Sistem Pemantauan Proses Backup Data Terdistribusi Menggunakan Owncloud Berbasis Web,” J. Komputer, Inf. Teknol. dan Elektro, vol. 3, no. 3, pp. 11–19, 2018.
Published
2022-03-03
How to Cite
RAMADHONA, Eka Wisnu et al. Game Edukasi “Nihongo Kurabu” Belajar Bahasa Menggunakan Unity 2D Berbasis Android. INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management, [S.l.], v. 6, n. 1, p. 71-80, mar. 2022. ISSN 2548-3331. Available at: <https://ejournal-binainsani.ac.id/index.php/IMBI/article/view/1684>. Date accessed: 26 may 2022. doi: https://doi.org/10.51211/imbi.v6i1.1684.