Skip to main content

Digital Game-Based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese

  • Conference paper
  • First Online:
ArtsIT, Interactivity and Game Creation (ArtsIT 2022)

Abstract

Learning grammatical concepts and syntax of a targeted language have been a considerable research gap in Digital Game-based Language Learning (DGBLL). In particular, the development of a digital game that leverages DGBLL affordances has yet to be done in the context of the Japanese language. This paper aims to develop a digital game that facilitates second language learning of Japanese grammatical concepts based on the N5 and N4 levels of the Japanese Language Proficiency Test (JLPT). The resulting digital game, named Bunshiki, is a role-playing game with shoot ‘em up elements. It features gameplay mechanics that are consistent with the goal of facilitating Japanese grammar acquisition while leveraging affordances of DGBLL apps and approaches based on the two major philosophies of grammar pedagogy, namely, focus on forms (FonFs) and focus on form (FonF). A quasi-experimental test in the form of pretests and posttests was done to test the effectiveness of the game. Additionally, a usability test: the Game User Experience Satisfaction Scale (GUESS-18) was also completed by the participants. The first test has shown an improvement in their level of knowledge on JLPT N5 and N4 grammatical concepts based on the participants’ pretest scores and posttest scores. The usability test, meanwhile, boasted above average ratings across most of the categories tested.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Japan kanji aptitude testing foundation. https://www.kanken.or.jp/bjt/english/about/. Accessed 12 Jan 2022

  2. Nihongo kentei about page. https://www.nihongokentei.jp/about/. Accessed 12 Jan 2022

  3. J. Test information. https://j-test.jp/newjtest. Accessed 12 Jan 2022

  4. Japan educational exchanges and services: objectives and history. https://www.jlpt.jp/e/about/purpose.html. Accessed 12 Jan 2022

  5. Japan foundation: Japanese-language proficiency test (JLPT). https://jfmo.org.ph/jlpt/. Accessed 12 Jan 2022

  6. Learning languages. https://learningcenter.unc.edu/tips-and-tools/learning-a-second-language/. Accessed 12 Jan 2022

  7. How technology has revolutionized language learning. https://interestingengineering.com/how-technology-has-revolutionized-language-learning. Accessed 12 Jan 2022

  8. Benini, S., Thomas, M.: A critical review of research on gamification and second language acquisition. Digit. Games Lang. Learn. 9–46 (2021)

    Google Scholar 

  9. Zhang, R., et al.: Target languages, types of activities, engagement, and effectiveness of extramural language learning. PLoS ONE 16(6), 253–431 (2021)

    Article  Google Scholar 

  10. Klimova, B., Kacetl, J.: Computer game-based foreign language learning: its benefits and limitations. In: Cheung, S.K.S., Lam, J., Li, K.C., Oliver, A., Ma, W.W.K., Ho, W.S. (eds.) ICTE 2018. CCIS, vol. 843, pp. 26–34. Springer, Singapore (2018). https://doi.org/10.1007/978-981-13-0008-0_3

    Chapter  Google Scholar 

  11. Shibatani, M.: Japanese. Elsevier, Amsterdam (2009)

    Google Scholar 

  12. The Japanese language. http://web.mit.edu/jpnet/articles/JapaneseLanguage.html. Accessed 12 Jan 2022

  13. Advantages of JLPT. https://www.jlpt.jp/e/about/merit.html. Accessed 13 Jan 2022

  14. Scoring sections, pass or fail, score report. http://www.jlpt.jp/e/guideline/results.html. Accessed 13 Jan 2022

  15. VanPatten, B., Smith, M., Benati, A.: Key Questions in Second Language Acquisition: An Introduction. Cambridge University Press, Cambridge (2019)

    Book  Google Scholar 

  16. Takashima, H., Sugiura, R.: Integration of theory and practice in grammar teaching-grammaring, grammarization and task activities. Readings Second Lang. Pedagogy Second Lang. Acquisition Jpn. Context 4, 59–74 (2006)

    Article  Google Scholar 

  17. Tsutsui, C.: 外国人生徒が国語の読解でつまずく要因: 文法的側面から. フェリス女学院大学部記要 (2017)

    Google Scholar 

  18. Fujino, H.: L2 learners’ perceptions of grammar: the case of JFL learners in the UK. Lang. Learn. J. 49, 343–357 (2021)

    Article  Google Scholar 

  19. TEFL grammar. https://www.youtube.com/watch?v=MlVBGQouvoA. Accessed 13 Jan 2022

  20. Soleimani, H.: Computer Assisted Language Learning: Theory and Practice. Payame Noor University, Tehran (2021)

    Google Scholar 

  21. Chen, X., Zou, D., Su, F.: Twenty-five years of computer-assisted language learning: a topic modeling analysis. Lang. Learn. Technol. 25(3), 151–185 (2021)

    Google Scholar 

  22. Matthews, N., Orr, B., Harris, B., McIntosh, R., Openden, D., Smith, C.: Parent and child outcomes of JumpStart, an education and training program for parents of children with autism spectrum order. Res. Autism Spectr. Disord. 56, 21–35 (2018)

    Article  Google Scholar 

  23. Nicola, S., Virag, I., Stoicu-Tivadar, L.: VR medical gamification for training and education. eHealth 1(1), 97–103 (2017)

    Google Scholar 

  24. Electronic game. https://www.britannica.com/topic/electronic-game. Accessed 12 Jan 2022

  25. Yukselturk, E., Altiok, S., Baser, Z.: Using game-based learning with kinect technology in foreign language education course. J. Educ. Technol. Soc. 21(3), 159–173 (2018)

    Google Scholar 

  26. Su, F., Zou, D., Xie, H., Wang, F.: A comparative review of mobile and non-mobile games for language learning. SAGE Open 11(4), 151–185 (2021)

    Article  Google Scholar 

  27. Bjørner, T., Sum, A., Ludvigsen, R., Bouquin, N., Larsen, F., Kampel, U.: Making homework fun: the effect of game-based learning on reading engagement. In: Proceedings of the 2022 ACM Conference on Information Technology for Social Good (GOODIT2022), pp. 353–359. Association for Computing Machinery, New York (2022)

    Google Scholar 

  28. Poole, F., Jody, C.: A systematic review of digital games in second language learning studies. Int. J. Game-Based Learn. (IJGBL) 10(3), 1–15 (2021)

    Google Scholar 

  29. Reinders, H.: Digital games and second language learning. In: Language, Education and Technology, pp. 329-343, Taylor & Francis (2017)

    Google Scholar 

  30. Hofmeyr, M.: Lighting the fuse for interaction and negotiation: the potential of information-gap digital puzzle games for language learning. Technol. Lang. Teach. Learn. 3, 1–20 (2021)

    Article  Google Scholar 

  31. Calvo-Ferrer, J., Belda-Medina, J.: The effect of multiplayer video games on incidental and intentional L2 vocabulary learning: the case of among Us. Multimodal Technol. Interact. 5(12), 80–83 (2021)

    Article  Google Scholar 

  32. Olson, C., Kauffman, D., Fowler, A., Khosmood, F.: Teaching Japanese through game mechanics: an exploratory study. In: Proceedings of the 6th FDG workshop on Procedural Content Generation, Monterey, California. PCG Workshop, Monterey, California (2015)

    Google Scholar 

  33. Rozi, N., Ahmadon, F., Aris, R., Hizal, M., Maarod, H.: Mobile application for learning and memorizing japanese characters using game-based learning. Universiti Teknologi Mara (2020)

    Google Scholar 

  34. Wang, C., Lan, Y., Tesng, W., Lin, Y., Gupta, K.: On the effects of 3D virtual worlds in language learning - a meta-analysis. Comput. Assist. Lang. Learn. 33, 891–915 (2020)

    Article  Google Scholar 

  35. Last, I.: Faena: a narrative-based language learning video game. Master’s thesis. University of New Mexico, Albuquerque (2021)

    Google Scholar 

  36. Ahlers, T., Bumann, C., Kolle, R., Lazovic, M.: Hololingo! - a game-based social virtual reality application for foreign language tandem learning. In: Proceedings of the 19th Fachtagung Bildungstrechnologien (DELFI2021), pp. 37–48. Gesellschaft für Informatik, Bonn (2021)

    Google Scholar 

  37. Vázquez, C., Xia, L., Aikawa, T., Maes, P.: Words in motion: kinesthetic language learning in virtual reality. In: Proceedings of the 18th International Conference on Advanced Learning Technologies (ICALT2018), pp. 272–276. IEEE, Bombay (2018)

    Google Scholar 

  38. Dhimolea, K., Kaplan-Rakowski, R., Lin, L.: A systematic review of research on high-immersion virtual reality. SSRN (2021)

    Google Scholar 

  39. Paris, T., Manap, N., Abas, M., Ling, L.: Mobile-assisted language learning (MALL) in language learning. J. Asian Behav. Stud. 6(19), 61–73 (2021)

    Article  Google Scholar 

  40. Eryigit, G., Bektas, F., Ali, U., Dereli, B.: Gamification of complex morphology learning: the case of Turkish. Taylor & Francis (2021)

    Google Scholar 

  41. Castillo-Cuesta, L.: Using digital games for enhancing EFL grammar and vocabulary in higher education. Int. J. Emerg. Technol. Learn. (iJET) 15(20), 116–129 (2020)

    Article  Google Scholar 

  42. Laird, J.: Principles of Game Design. University of Michigan, Ann Arbor (2005)

    MATH  Google Scholar 

  43. JLPT guide N4 grammar. https://en.wikibooks.org/w/index.php?title=JLPT_Guide/JLPT_N4_Grammar. Accessed 13 Jan 2022

  44. JLPT guide N5 grammar. https://en.wikibooks.org/w/index.php?title=JLPT_Guide/JLPT_N5_Grammar. Accessed 13 Jan 2022

  45. How can I compare pretest to posttest scores in a small sample?. https://www.insightassessment.com/article/how-can-i-compare-pretest-to-posttest-scores-in-a-small-sample. Accessed 13 Jan 2022

  46. Allen, M.: The SAGE Encyclopedia of Communication Research Methods. SAGE, Thousand Oaks (2017)

    Book  Google Scholar 

  47. Rajanen, M., Tapani, J.: A survey of game usability practices in North American game companies. In: Proceedings of the 27th. International Conference on Information Systems Development (ISD2018). Lund University, Sweden (2018)

    Google Scholar 

  48. What Does Playtesting Mean? techopedia.com/definition/27197/playtesting. Accessed 13 Jan 2022

  49. The definitive guide to playtest questions. https://www.schellgames.com/blog/the-definitive-guide-to-playtest-questions. Accessed 13 Jan 2022

  50. Keebler, J., Shelstad, W., Smith, D., Chaparro, B., Phan, M.: Validation of the GUESS-18: a short version of the game user experience satisfaction scale (GUESS). J. Usability Stud. 16(1), 49 (2020)

    Google Scholar 

  51. Ishaq, K., Azan, N., Rosdi, F., Abid, A., Ali, Q.: Usability of mobile assisted language learning App. Int. J. Adv. Comput. Sci. Appl. 11, (2020)

    Google Scholar 

  52. O’Brien, H., Cairns, P., Hall, M.: A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. Int. J. Human-Comput. Stud. 112, 28–39 (2018)

    Article  Google Scholar 

  53. Open game art. https://opengameart.org/. Accessed 13 Jan 2022

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marbert John Marasigan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Medina, E., Marasigan, M.J. (2023). Digital Game-Based Second Language Learning of JLPT N5 & N4 Grammatical Concepts for Japanese. In: Brooks, A.L. (eds) ArtsIT, Interactivity and Game Creation. ArtsIT 2022. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 479. Springer, Cham. https://doi.org/10.1007/978-3-031-28993-4_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-28993-4_7

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-28992-7

  • Online ISBN: 978-3-031-28993-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics