Marcellio, Vincent (2023) RANCANGAN GAME PEMBELAJARAN BAHASA JEPANG PADA LEMBAGA KURSUS SHIMETA EDUCATION CENTER. Project Report. Perpustakaan Universitas Katolik Musi Charitas Palembang, Palembang, Indonesia. (Submitted)
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Abstract
Technological advances in today's increasingly rapidly growing influence on the effectiveness, progress, and practicality for students in learning a new language. In this case, the Shimeta Education Center Palembang course institution which has Japanese as one of its subjects does not yet have software that can help the effectiveness of students in making it easier to remember Japanese letters which is certainly very good if there is a method that can help students in learning. This course institution remembers the letters in a fun and effective way. With this, a game is made that can help students remember the Japanese letters in an interesting and effective way. Keyword : Technology, Japanese Words, Software
Item Type: | Monograph (Project Report) |
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Uncontrolled Keywords: | Technology ; Japanese Words ; Software |
Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | Report on Practical Work > Informatics Study Program |
Depositing User: | Users 2338 not found. |
Date Deposited: | 29 Mar 2023 07:17 |
Last Modified: | 17 Apr 2023 07:01 |
URI: | http://eprints.ukmc.ac.id/id/eprint/9483 |
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