Proceedings of the Fifth International Conference on Language, Literature, Culture, and Education (ICOLLITE 2021)

A3! Visual Novel Game as an Audio-Visual Media that Motivates Japanese Language Learning

Authors
Amalia Putri, Nurul Zia Aida, Renindra Atsilah Putri, Tazkia Syifa Arrahmah, Dewi Kusrini*
Universitas Pendidikan Indonesia, Bandung, Indonesia
*Corresponding author. Email: dewikusrini@upi.edu
Corresponding Author
Dewi Kusrini
Available Online 21 November 2021.
DOI
10.2991/assehr.k.211119.011How to use a DOI?
Keywords
A3!; audio-visual media; Japanese learning; learning media; visual novel
Abstract

Audio-visual is one of many learning media that may be utilized in language learning. Games are an example of audio-visual media, which is a means for transmitting information with both audio (sound) and visual (picture) characteristics. A3! is a visual novel game with a Japanese setting. The game includes a number of storylines, as well as Japanese audio. The objective of this research is to see if the A3! visual novel game can be used as an audio-visual learning media to motivate people to learn Japanese. Data was collected by interviewing and giving a questionnaire to A3! players from various backgrounds. According to the interviews, A3! visual novel game affects players’ language competence, with the following important points. First, the A3! visual novel game can increase players’ Japanese language skills for those who have not learned or are currently learning the language. Second, the variable that motivates players to learn more Japanese is a more profound curiosity about the visual, audio, story, and characterization of A3! visual novel game. From that conclusion, it can be said that audio-visual media is effective in being utilized in Japanese language learning.

Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Download article (PDF)

Volume Title
Proceedings of the Fifth International Conference on Language, Literature, Culture, and Education (ICOLLITE 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
21 November 2021
ISBN
10.2991/assehr.k.211119.011
ISSN
2352-5398
DOI
10.2991/assehr.k.211119.011How to use a DOI?
Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Amalia Putri
AU  - Nurul Zia Aida
AU  - Renindra Atsilah Putri
AU  - Tazkia Syifa Arrahmah
AU  - Dewi Kusrini
PY  - 2021
DA  - 2021/11/21
TI  - A3! Visual Novel Game as an Audio-Visual Media that Motivates Japanese Language Learning
BT  - Proceedings of the Fifth International Conference on Language, Literature, Culture, and Education (ICOLLITE 2021)
PB  - Atlantis Press
SP  - 67
EP  - 74
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.211119.011
DO  - 10.2991/assehr.k.211119.011
ID  - Putri2021
ER  -