Jurnal Pengenalan Kosa Kata Bahasa Jepang melalui Mobile Learning Berbasis Game Based Learning | Wijaya

Download Jurnal Disini
Jurnal Pengenalan Kosa Kata Bahasa Jepang melalui Mobile Learning Berbasis Game Based Learning | Wijaya

Arikunto, S. (2010). Research Procedure A Product Approach. Jakarta: Rineka Cipta.

Brom, C., Sisler, V., & Slavik, R. (2009). Implementing digital game-based learning in school: Augmented learning environment of “Europe 2045”. Multimedia System.

Chen, H., Dai, Y., Feng, Y., Jiang, B., Xiao, J., & You, B. (2017). Construction of affective education in mobile learning: The study based on learner interest and emotion recognition. Computer Science and Information Systems, 14 (3), 685–702. https://doi.org/10.2298/CSIS170110023C

De Freitas, S. (2018). Are Games Effective Learning Tools? A Review of Educational Games. Educational Technology & Society, 21 (2), 74–84. https://doi.org/10.2307/26388380

Dulay, H. (1982). Language Two. New York: Oxford University Press.

Hikmat, A., & Mulyono, H. (2018). Smartphone Use and Multitasking Program (TEP), 4-15.

Lee, W., & Owens, D. L. (2004). Multinedia-Based Instructional Design. San Francisco: Pfeiffer.

Nurgiyantoro, B. (2001). Research in Language and Literature Teaching (third edition). Yogyakarta: BIFE.

Sulistyawati, L., & Putra, Y. M. P. (2017). Japan Will Need Many Nurses from Indonesia. Retrieved from http://nasional.republika.co.id/berita/nasional/jabodetabek-nasional/17/07/16/ot6abb284-jepang-akan-butuh-banyak-perawat-dari-indonesia

Wardani, D. (2009). Playing While Learning (Exploring the Greatest Secrets of a Game). Bandung: Educasia.

Download Jurnal Disini