The Development of an Augmented Reality Game KANJI Write for Beginners

  • Cai Xian Lai UPSI
  • Norshahila Ibrahim UPSI
  • Noor Hidayah Azmi UPSI
  • Erni Marlina Saari UPSI
  • Fadhlina Mohd Razali UPSI
Keywords: digital game-based learning, Kanji Japanese language, augmented reality, 3D game, usability

Abstract

Learning how to write in Japanese is now a new trend in Malaysia, but Kanji is hard for non-native Japanese speakers to understand and memorize if not taught from young. Beginners who learn Kanji Japanese language faced difficulties in memorizing the kanji characters with correct stroke order. Thus, KANJI Write, an educational Augmented Reality (AR) adventure game was designed and developed to overcome the problem. The main purpose of the game is to help players memorizing the correct stroke order of Kanji characters through playing the game. Players will play as Nana, an Asian girl who has started learning Kanji and facing difficulties in memorizing Kanji stroke order. The art style of the game is following the direction of cuteness 3D low poly style. The most eye-catching point about this game is that the game level is activated by scanning the cards. After scanning those cards, players can start exploring and searching for the strokes needed to complete the level. A playtesting session was carried out and the result showed that KANJI Write successfully helped the players in memorizing the correct Kanji strokes order. The results also showed positive results in the game concept and the game visual. However, the game is still lacking in functionality and will be improved to increase the user experience rate.

 

Based on the findings of the study, it is recommended that:

  1. KANJI write game could be a learning tool for UPSI students that can be used in Japanese language subjects under the Faculty of Languages and Communication.
  2. Instead of numbers, other categories for example verbs, expressions, and nouns in JLPT N5 can be added as content into KANJI write.
  3. The game can be improvised so that the player does not need the flash AR card to play the game.

Downloads

Download data is not yet available.

References

Alaoui Y., El Achaak L., Belahbib A., B. M. (2021). Serious Games for Sustainable Education in Emerging Countries: An Open-Source Pipeline and Methodology. Emerging Trends in ICT for Sustainable Development, 399–407. https://doi.org/https://doi.org/10.1007/978-3-030-53440-0_42

Alborzi, H., Druin, A., Montemayor, J., Platner, M., Porteous, J., Sherman, L., … Hendler, J. (2000). Designing StoryRooms: Interactive Storytelling Spaces for Children. In The 3rd Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (pp. 95–104).

Ameron, R., & Sani, N. A. (2020). Rancangan Bangun Prototype Aplikasi Permainan Edukasi Bergenre Permainan Peran. Jurnal Teknik ITS, 9(2).

Aves, J. (2011). 10 essential tips for learning Japanese. Retrieved from https://matadornetwork.com/abroad/10-essential-tips-for-learning-japanese/

Calle-Bustos, A. M., Juan, M. C., García-García, I., & Abad, F. (2017). An augmented reality game to support therapeutic education for children with diabetes. PLoS ONE, 12(9), 1–23. https://doi.org/10.1371/journal.pone.0184645

Dillon, T. (2006). Adventure Games for Learning and Storytelling A Futurelab prototype context paper : Adventure Author. Retrieved from %0Awww.futurelab.org.uk

Dinis, F. M., Guimarães, A. S., Carvalho, B. R., & Martins, J. P. P. (2017). Virtual and augmented reality game-based applications to civil engineering education. In 2017 IEEE Global Engineering Education Conference (EDUCON).

Hutapea, R. P., Simatupang, N., & Kasih, I. (2021). Game Development on Dap Based Physical Education Study (Developmentally Appropriate Practice) for Basic School Children. Budapest International Research and Critics Institute (BIRCI-Journal): Humanities and Social Sciences, 4(1), 722–730. https://doi.org/10.33258/birci.v4i1.1661

Ibrahim, N., Ahmad, W. F. W., & Shafie, A. (2016). Effectiveness Study on Multimedia Mobile Application for Children: MFolktales. Journal of Theoretical and Applied Information Technology, 89(1), 287–295.

Ike, T. C., Hoe, T. W., Kim, J. L. E., & Y’ng, N. Y. (2021). Exploring User Experience from an Emotional Context When Designing Immersive Games for Education. Journal of ICT in Education (JICTIE), 8(1), 10–25.

Japanese Learning Apps. (2021). Retrieved from https://play.google.com/store/search?q=japanese learning apps

Kortum, P., & Sorber, M. (2015). Measuring the Usability of Mobile Applications for Phones and Tablets. International Journal of Human-Computer Interaction, 31(8), 518–529. https://doi.org/10.1080/10447318.2015.1064658

López-Faican, L., & Jaen, J. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education, 149.

Martin, J. (2016). Research shows how gaming can support language learning. Retrieved from https://www.english.com/blog/gaming-research/

Moreno-Ger, P., Torrente, J., Hsieh, Y. G., & Lester, W. T. (2012). Usability Testing for Serious Games: Making Informed Design Decisions With User Data. Advances in Human-Computer Interaction, 2012. https://doi.org/10.1155/2012/369637

Papadakis, S. (2020). Evaluating a game-development approach to teach introductory programming concepts in secondary education. International Journal of Technology Enhanced Learning, 12(2).

Pitarch, R. C. (2017). Language for Specific Purposes and Graphic-Adventure Videogames: Supporting Content and Language Learning.

Ramadan, R., & Widyani, Y. (2013). Game development life cycle guidelines. In 2013 International Conference on Advanced Computer Science and Information Systems, ICACSIS 2013 (pp. 95–100). https://doi.org/10.1109/ICACSIS.2013.6761558

Walelang, A. V., Liliana, L., & Budhi, G. S. (2015). Game Pembelajaran Fisika Dengan Game Bertipe Adventure Game.

Yu, Z., Gao, M., & Wang, L. (2021). The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction. Journal of Educational Computing Research, 59(3), 522–546.

Yuki, M. (2009). Kanji Learning Strategies: From the Viewpoint of Learners with Non-kanji Background. Journal of Japanese Language Education, 19, 143–150.

Published
2021-08-16
How to Cite
Lai, C. X., Ibrahim, N., Azmi, N. H., Saari, E. M., & Mohd Razali, F. (2021). The Development of an Augmented Reality Game KANJI Write for Beginners. Journal of ICT in Education, 8(2), 79-92. https://doi.org/10.37134/jictie.vol8.2.8.2021