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Procedia Computer Science 157 (2019) 298–305
4th International Conference on Computer Science and Computational Intelligence 2019 (ICCSCI), 12–13 September 2019
The Use of Role Playing Game for Japanese Language Learning Yogi Udjajaa,b,*, Renaldia, Stevena, Kevin Tanuwijayaa, Irma Kartika Wairooya a
Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta, Indonesia 11480 b Ekspanpixel, Jl. K. H. Syahdan No. 37R Kemanggisan, Palmerah, Jakarta, Indonesia 11480
Abstract In 2018, Japan is the second most popular country to continue studies after the United Kingdom. In this case, because of the need for the world of education and coupled with most Japanese people not wanting to use languages other than the original language, Japanese language is now a very important language. On the other hand it is also seen from a person's language skills, based on the results of a survey of 100 international students who continued their studies in Japan, 81 said Japanese was difficult to understand, because the letters were different from ordinary alphabet letters. Therefore we need a new learning model to attract interest and improve one's Japanese language skills. The model was adopted into the game, by using games it is expected that players can understand the letters hiragana and katakana. The game-making method uses a modified game development life cycle so that game creation can be done maximally and flexibly. Then, by adopting the concept of shodo it can produce proportional writing. © 2019 2019 The The Authors. Authors. Published Published by by Elsevier Elsevier B.V. B.V. © This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Peer-review under responsibility Computational Intelligence 2019. of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019 Keywords: Oni-Giri; Educational Game; Japanese Language; GDLC; Game Experience.
1. Introduction Education is a very important requirement, because education serves as the foundation for preparing human resources for humans themselves to the development of the nation and state 1. As time goes on, education is always
* Corresponding author. Tel.: +628982683399 E-mail address:
[email protected],
[email protected] 1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019
1877-0509 © 2019 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/) Peer-review under responsibility of the scientific committee of the 4th International Conference on Computer Science and Computational Intelligence 2019. 10.1016/j.procs.2019.08.170
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dynamic, experiencing change and development. This can be seen from the change in the use of chalk to transition to media that can project subject matter digitally. Without education, these things will not happen, therefore many people are competing to get the highest education in accordance with the department of interest. This is presented by Quacquarelli Symonds (2019) in 2018, Japan is the second most popular country to continue its studies after the United Kingdom 2. The growth of education in Japan is very rapid and can be seen in fig. 1 every year international students in Japan always increase, so do international students with Indonesian citizenship (see table 1). According to data presented by the Japan Student Service Organization (2019) Japan is the second popular country to continue studies because of 3: • Rank. 1st longest life expectancy in the world • Rank. 1st industrial robots operating in the world • Rank. 3rd total financial contribution to United Nations • Rank. 3rd gross national income (GNI) in the world • Rank. 3rd total automobiles exported in the world • Rank. 9th global peace index in the world and rank. 2nd in Asia • Rank. 11th population in the world • Rank. 12th number of world heritage sites in the world and rank. 4th in Asia • Rank. 7th number of nobel laureates (26) in the world and rank. 1st in Asia, These things are the attraction of Japan so that people can visit and study there. In general, the number of people studying Japanese in Indonesia is as many as 750000 people, this is ranked 2nd globally, then in 2017 there are 46350 Indonesian citizens in Japan and 5495 are Indonesian students who continue their studies in Japan 4. This occurred because of cooperation between Indonesia and Japan. On the other hand according to the survey that has been carried out there are still many international students who are not Japanese citizens who are very difficult to understand Japanese, so socialization becomes disturbed because there are places where Japanese citizens only want to speak Japanese 5. When traced back, problems in understanding Japanese occur because Japanese is one language that has a different form of language than other languages 5. Forms of language can be considered from the form of letters, grammar, variety of languages, and the composition of sentences used 8. Based on Udjaja's research (2018), Japanese is not easy to learn because it is very different from Indonesian, therefore it requires a continuous learning media so that it can understand Japanese properly and correctly 5. In this study the learning model is made using games because the game can overcome saturation and the most important thing is to motivate students to continue learning 9. Table 1. Number of International Students in Japan Based on Citizenship 2011-2018 5,6,7 No.
Country/Region
1 2 3 4 5 6 7 8 9 10 11
China Vietnam Nepal Republic of Korea Taiwan Sri Lanka Indonesia Myanmar Thailand Bangladesh Other Total
Number of Students 2018 114950 72354 24331 17012 9524 8329 6277 5928 3926 3640 32673 298980
2017 107260 61671 21500 15740 8947 6607 5495 4816 3985 2748 28273 267042
2016 98483 53807 19471 15457 8330 3976 4630 3851 3842 1979 25461 239287
2015 94111 38882 16250 15279 7314 2312 3600 2755 3526 1459 22891 208379
2014 94399 26439 10448 15777 6231 1412 3188 1935 3250 948 20128 184155
2013 81884 6290 3188 15304 4719 794 2410 1193 2383 875 49105 168145
2012 86324 4373 2451 16651 4617 670 2276 1151 2167 1052 40116 161848
2011 87533 4033 2016 17640 4571 737 2162 1118 2396 1322 40169 163697
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3
AS OF MAY 1, EACH YEAR 310000
NUMBER OF STUDENTS
290000
298980
270000 267042
250000 239287
230000 210000
208379
190000 184155
170000 150000
163697
161848
2011
2012
168145 2013
2014
2015 YEAR
2016
2017
2018
Fig. 1. Number of International Students in Japan 2011-2018 3,5
If viewed from the 2018 global games market, the one that dominates is Asia Pacific, which has world income of 52% or as much as $71.4 million 10. Then Newzoo (2019) predicts revenue will increase from 2012 to 2021 and the biggest income located on smartphone devices 10. This also coincides with data from smartphone users from 2011 to 2022 presented by Statista (2019) increasing 11. In the calculation of the world, from data that has been processed by Newzoo (2019), in September 2018 Indonesia was the 6th largest smartphone user in the world 12. Then from smartphone users based on data presented by Statista (2019), from May 2013 to December 2017 the operating system Android is the most widely used operating system of all operating systems on a smartphone 13. In complete terms Hiragana and Katakana letters have several parts, namely Seion, Dakuon and Yoon. Based on the previous research, a standard dataset of Hiragana and Katakana (Seion) 5 has been created, in this study the dataset was added with Dakuon (tenten and maru) (see table 3), then developed into a game as a foundation for learning Japanese with the target users of this study being Android smartphone users. Table 2. Hiragana and Katakana Letters (Seion and Dakuon)
Seion
Dakuon
K S T N H M Y R W G Z D B P
a ka sa ta na ha ma ya ra wa n, m
ga za da ba pa
A あ か さ た な は ま や ら わ ん
が ざ だ ば ぱ
ア カ サ タ ナ ハ マ ヤ ラ ワ ン ガ ザ ダ バ パ
i ki shi chi ni hi mi
I い き し ち に ひ み
リ
u ku su tsu nu fu mu yu ru
U う く す つ ぬ ふ む ゆ る
イ キ シ チ ニ ヒ ミ
ウ ク ス ツ ヌ フ ム ユ ル
ri
り
gi ji ji bi pi
ぎ じ ぢ び ぴ
ギ ジ ヂ ビ ピ
gu zu zu bu pu
ぐ ず づ ぶ ぷ
グ ズ ヅ ブ プ
E ke se Te ne he me
E え け せ て ね へ め
エ ケ セ テ ネ ヘ メ
re
れ
レ
ge ze de be pe
げ ぜ で べ ぺ
ゲ ゼ デ ベ ペ
o ko so to no ho mo yo ro o
O お こ そ と の ほ も よ ろ を
オ コ ソ ト ノ ホ モ ヨ ロ ヲ
go zo do bo po
ご ぞ ど ぼ ぽ
ゴ ゾ ド ボ ポ
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2. Research Method
Fig. 2. Research Method
Fig. 4 explains that the research method used is game development life cycle (GDLC), where in the GDLC there are several stages, namely initiation, pre-production, production, alpha testing, beta testing and release 14. The GDLC is modified to suit the needs of game making, so that the results obtained are better than before. In the initiation stage a literature review and identification of problems are carried out which then produce a concept of the game to be made. Then proceed with the stage of pre-production to analyze the system needed and then design the game and produce a complete game design document. After that, at the production stage an entire asset game and dataset is made, and combined in game programming by processing datasets using an expert point cloud ($EP) Recognizer. $EP Recognizer is used to process Japanese letters so that they can be identified and detect the accuracy of the letters made by player 4. After all these things are put together a game prototype is formed. This prototype continues to be developed through testing, namely alpha testing and beta testing, when there are those that are not suitable or need to be re-examined, they will be re-examined based on their incompatibility (can be examined starting from the initial stage or initiation or pre-production or production). The final stage is the release where the game is always updated (game versioning) and always analyzes what happens in the game through analytical games, then it is always documented to make the next changes in the game. 3. Perspective of Game Combination 3.1. Game Combination In making this game, inspired by a combination of several games, namely: • Lost Magic (Role Playing Game / Real Time Strategy - Nintendo DS) Story : This game tells of a child named Isaac where his father named Russell has left him since childhood by bequeathing the Wand of Light, which is one of the 7 strongest wands to Issac. Now he is raised by an old witch in a forest.
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Gameplay : This game uses the stylus and touchpad feature on the Nintendo DS which functions to remove magic from the Issac stick while fighting. To issue magic, the player must make a pattern that is available using the stylus by first raising the magic circle by pressing and holding the L button on the controller. If the pattern is made wrong, the player will be asked to make it again, and if the player manages to make a good pattern, he will get a bonus in the form of a stronger attack output. When making a pattern, the fight continues as usual without a temporary stop. There are 6 types of magic elements available, namely Fire, Water, Earth, Wind, Light, and Dark. Each element consists of 18 types of magic that vary with the types of attacks, functions, and patterns of different levels of difficulty. As the story progresses, this game allows players to combine magic to 3 types of magic at once, each combination can produce different types of attacks. One additional feature found in this game is recruiting monsters to be used as a team using certain types of magic. Monsters in teams are generally controlled by Artificial Intelligence when there are enemies approaching, but players can give orders to one or a group of monsters in a team by using the stylus on the controller to move in a certain direction. If in the fight Issac falls first, then the fight will end immediately and the player can try again from the beginning. •
Kihayoka Kana (Action – Nintendo DS) Story : None Gameplay : This game is a Japanese learning game that has 5 types of games in it, namely writing letters, guessing cards, installing cards, guessing letters, and guessing the sound of letters. In the game of writing letters, this game uses the pattern recognition feature to recognize the writing input of the player and check the truth through checking transparent pixels. If the writing passes through a transparent pixel, it will be considered wrong.
•
Final Fantasy VII (Role Playing Game - Playstation) Story : This game tells of a man named Cloud who is a former of Shinra first-class security warriors who joined a rebel group called Avalance to bring down Shinra's power from industrial developments in the city of Midgar which he had done so far that endanger the stability of the planet. Gameplay : In battle mode, this game uses an Active Time Battle (ATB) system in which each character that is controlled has a time gauge that when it is full, the player can give commands to the character. Even though the player has not executed a command from the character he controls, the enemy can attack every time. The commands available in each character can change depending on the type of character in the player team and the equipment used by each character. To enter the battle mode, this game uses a random encounter system where in one area there are no enemies visible to the eye, so it will appear randomly every time the player moves the character.
3.2. Analysis Game Combination Based on the three games above, a game with RPG genre in battle mode is made using the same Active Time Battle (ATB) feature as Final Fantasy VII which also has the main character. In this game players must attack using patterns like Lost Magic, but the input given is in the form of Hiragana and Katakana writing patterns that appear on the screen. The higher the accuracy of the writing made, the stronger the output of the attack given to the enemy. On the other hand, Kihayoka Kana has already written down what pattern the player wants to make just to follow, in this game the pattern does not exist, where there is a help feature to detect the writing so that it can be rewritten. Hiragana and Katakana writings are detected by reading the sequence of scratches and comparing them with the dataset contained in the game using the Expert Point Cloud ($EP) Recognizer. 4. Game Balancing Each character has its own status in the form of health point (𝑯𝑯𝑯𝑯), magic point (𝑴𝑴𝑴𝑴), attack (𝑨𝑨𝑨𝑨𝑨𝑨), defense (𝑫𝑫𝑫𝑫𝑫𝑫), speed (𝑺𝑺𝑺𝑺𝑺𝑺), experience (𝑬𝑬𝑬𝑬𝑬𝑬). When carrying out attacks (both ordinary attacks and skills) players will be asked to write Hiragana or Katakana letters, the accuracy of each writing that can be received is at least 50%, if the
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accuracy is less than 50%, the player will be asked to rewrite until the accuracy reaches 50 % or more. Writing accuracy figures are obtained from the results of the Expert Point Cloud ($EP) algorithm calculation score that the results are calculated from zero to one. For the determination of accuracy from 50% to above are as follows: • Not bad = 50-64% • Great = 75-84% • Good = 65-74% • Perfect = 85-100% Then in this game there are also five basic elements, namely fire, water, wood, metal and soil that are owned by characters (see Fig. 3). Even so, there are also several enemy characters (in this game called demon) that have no elements or magic. Demon that does not have an element has no relation to the other five elements, so it does not have weaknesses or strengths against other elements. The following is an explanation of the relations between elements: • Fire element win against • Wood win against Soil Metal element • Soil win against Water • Metal win against Wood • Water win against Fire Elements that are weak against other elements related to attacks will receive damage 1.8 times the normal damage. For experience ( 𝐸𝐸𝐸𝐸𝐸𝐸 ) obtained at level one of 50 𝐸𝐸𝐸𝐸𝐸𝐸 , 𝐸𝐸𝐸𝐸𝐸𝐸 will increase twice as much as the level increases. Calculation of the maximum Fig. 3. Relations Between Elements level can be seen in formula 1. 𝑀𝑀𝑀𝑀𝑀𝑀 𝐸𝐸𝐸𝐸𝐸𝐸 𝐿𝐿𝐿𝐿 𝑛𝑛 = 2 × 𝑀𝑀𝑀𝑀𝑀𝑀 𝐸𝐸𝐸𝐸𝐸𝐸 𝐿𝐿𝐿𝐿 (𝑛𝑛 − 1)
(1)
Then for Active Time Battle Delay (𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴) connected with 𝑆𝑆𝑆𝑆𝑆𝑆 status or character speed. The higher the status on the character 𝑆𝑆𝑆𝑆𝑆𝑆, the faster 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴. The unit of 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 is seconds and the calculation of 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 starts from zero. The calculation can be seen in formula 2. 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 = 10 −
𝑆𝑆𝑃𝑃𝑃𝑃 10
(2)
On the other hand, there is also a way of calculating damage and how to capture demons as members of the player or called members of the main character: • Damage from attack of the main character (player)
•
•
•
𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝐷𝐷 = 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 × 𝐴𝐴𝐴𝐴𝐴𝐴F + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N − H × 𝐷𝐷𝐷𝐷𝐷𝐷Q N 100 100
Demage from attack of the member of main character (player)
𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝐷𝐷 = 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 × 𝐴𝐴𝐴𝐴𝐴𝐴F + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N − H × 𝐷𝐷𝐷𝐷𝐷𝐷Q N 100 100 or 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝐷𝐷 = R𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 × 𝐴𝐴𝐴𝐴𝐴𝐴F + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N − H × 𝐷𝐷𝐷𝐷𝐷𝐷Q NS × 𝐸𝐸𝐸𝐸 100 100
𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝑆𝑆𝑆𝑆 𝐷𝐷 = U𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 × 𝐴𝐴𝐴𝐴𝐴𝐴F + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N − V × 𝐷𝐷𝐷𝐷𝐷𝐷Q W + H × 𝐴𝐴𝐴𝐴𝐴𝐴F NY × 𝐸𝐸𝐸𝐸 100 100 50 or 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝑆𝑆𝑆𝑆 𝐷𝐷 = 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 × 𝐴𝐴𝐴𝐴𝐴𝐴F + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N − V × 𝐷𝐷𝐷𝐷𝐷𝐷Q W + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N 100 100 50
(5)
(6)
(7)
Damage from attack of the demon (enemy)
𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) × 𝐴𝐴𝐴𝐴𝐴𝐴Q N − H × 𝐷𝐷𝐷𝐷𝐷𝐷F NS × 𝐸𝐸𝐸𝐸 100 100 or 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝐷𝐷 = 𝐴𝐴𝐴𝐴𝐴𝐴Q + H × 𝐴𝐴𝐴𝐴𝐴𝐴Q N − H × 𝐷𝐷𝐷𝐷𝐷𝐷F N 100 100
(8) (9)
Damage from skill of the demon (enemy)
𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝑆𝑆𝑆𝑆 × 𝐴𝐴𝐴𝐴𝐴𝐴Q N − H × 𝐷𝐷𝐷𝐷𝐷𝐷F N + H × 𝐴𝐴𝐴𝐴𝐴𝐴F NS × 𝐸𝐸𝐸𝐸 100 100 50 or 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(−5, 6) 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(25, 76) 𝑆𝑆𝑆𝑆 𝐷𝐷 = 𝐴𝐴𝐴𝐴𝐴𝐴Q + H × 𝐴𝐴𝐴𝐴𝐴𝐴Q N − H × 𝐷𝐷𝐷𝐷𝐷𝐷F N + H × 𝐴𝐴𝐴𝐴𝐴𝐴F N 100 100 50
𝐷𝐷 = R𝐴𝐴𝐴𝐴𝐴𝐴Q + H
•
(4)
Damage from skill of the main character (player)
𝐷𝐷 = R𝐴𝐴𝐴𝐴𝐴𝐴Q + H
•
(3)
Calculation of demon capture
(10) (11)
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𝐶𝐶𝐶𝐶 = V Symbol 𝐷𝐷 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 𝐴𝐴𝐴𝐴𝐴𝐴F 𝐴𝐴𝐴𝐴𝐴𝐴Q 𝐷𝐷𝐷𝐷𝐷𝐷F 𝐷𝐷𝐷𝐷𝐷𝐷Q 𝑆𝑆𝑆𝑆 𝑟𝑟𝑟𝑟𝑟𝑟𝑟𝑟(𝑥𝑥, 𝑦𝑦) 𝐸𝐸𝐸𝐸 𝐶𝐶𝐶𝐶 𝑙𝑙𝑙𝑙F 𝑙𝑙𝑙𝑙Q 𝐻𝐻𝐻𝐻Q 𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀Q
60 (𝑙𝑙𝑙𝑙F )[ 𝑙𝑙𝑙𝑙Q 𝐻𝐻𝐻𝐻Q 50 + + W−H × N 100 100 100 𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀Q 100
7 (12)
Table 3. Description of Formula 3-12 Description Damage Accuracy of writing Japanese letters (Hiragana or Katakana) Attack player Attack enemy Defence player Defence enemy Skill power Random from 𝑥𝑥 to 𝑦𝑦 Elemen Cach rate Level player Level enemy Health point enemy Maximal health point enemy
In addition to the ability to damage also exists the ability to heal called Heal Rain, healing accuracy is determined from the healed health point (𝐻𝐻𝐻𝐻^ ), Japanese writing accuracy (𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴) and maximum health point player (𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀F ). The calculation can be seen in formula 13. 5. Results and Analysis
𝐻𝐻𝐻𝐻^ = 𝐴𝐴𝐴𝐴𝐴𝐴𝐴𝐴 H
50 × 𝑀𝑀𝑀𝑀𝑀𝑀𝑀𝑀F N 100
(13)
The formula that was created was generated from a system of trial and error, resulting in good balancing games. Overall the game created can be seen in fig. 4, the game still needs development in various aspects, in order to produce more varied stories and forms of writing. In the industrial revolution 4.0 it should also continue to be developed into cloud-based so that this system can recapitulate and analyze data, as well as grouping data related to one's needs in learning Japanese, so this game indirectly also supports industrial revolution 4.0. For example is the data obtained can be analyzed using an algorithm developed by Girsang et al. 15. On the other hand, testing was conducted on 50 people (from the age range of 16 to 28 years old), 50 people were asked to play for one week. The results obtained, this game can improve one's Japanese language skills on a basic basis and motivate someone to learn Japanese, this motivation occurs because the principle of the first game is fun. 6. Discussion and Conclusions Based on discussions with one of the writing experts Hiragana and Katakana not only memorize forms, but also require procedures for writing in accordance with the rules. Where there is an underlying philosophy namely Shodo. Shodo is a traditional Japanese art in the form of calligraphy, which applies the principle of balance. This balance occurs when fulfilling the writing space provided and proportions made equal. Therefore, the Hiragana and Katakana writing design is adjusted to Shodo principle, so that when following the recommended steps it will produce proportional writing. In addition, to make an interesting game, we should have an interesting game reference also in the player's view, because now the gameplay and various features are almost the same as other games, it's just how a developer can emphasize things that are unique in the game made, so that these unique things become a value to attract players to continue playing or using games that are made. This game is still being developed so that it can summarize the standards of Japanese Language Proficiency Test (JLPT) or in Japan commonly called 日本語 能力 試 験 (nihongo nouryoku shiken), which is used as the biggest Japanese language competence certification test in the world 16.
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305
Fig. 4. Game Oni-Giri
References 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16.
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