Development of SUSHQuiz: An Android-based Japanese Language Learning with Gamification Application
Keywords:
Gamification, Language Learning, Educational Application, Japanese LanguageAbstract
In second language learning, motivation is one of the main problems often faced by learners, with gamification being one of the solutions for it. SUSHQuiz is an educational application using gamification and is developed to raise motivation among many others in learning Japanese, with a focus on basic-level Japanese. The application is developed using the prototype model and Unity as the game engine. To assess potential users’ views on the application, testing is held with Google Play’s closed testing. Respondents are 25 people with different backgrounds who learn Japanese at a basic level. After doing the test, respondent filled out a questionnaire and SUS on their response to SUSHQuiz. The majority of respondents say the application is interesting, cute, and simple, and improves their motivation, learning habits, and knowledge of basic-level Japanese.
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