Gamification Based Visual Novel as a Learning Medium for JLPT N3 Kanji

Authors

  • Nauval Nurtanza Mauludin Universitas Komputer Indonesia
  • Soni Mulyawan Setiana Universitas Komputer Indonesia

DOI:

https://doi.org/10.34010/icobest.v9i.977

Keywords:

Visual Novel, Kanji Learning, Gamification, JLPT N3, Digital Learning Media

Abstract

The study of kanjis is among the most difficult tasks in learning Japanese due to complicated shapes of characters, various readings, and different meanings. The purpose of the research is to analyze the possibility of using visual novel technology based on gamification as a tool for learning kanjis at the JLPT N3 level. The research methodology is qualitative descriptive analysis based on the study of the literature concerning previously conducted studies in relation to visual novels, gamification, and game-based learning in Japanese. According to the findings described in the scientific literature and other academic sources, it is possible to conclude that the usage of learning media based on visual novels positively influences students' motivation, engagement, and understanding of the material thanks to the combination of storytelling, images, and interaction. Additionally, such gamification features as levels, scoring, and feedback help students memorize the material better and motivate them to continue practicing.

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Published

2026-08-05

How to Cite

Mauludin, N. N., & Setiana, S. M. (2026). Gamification Based Visual Novel as a Learning Medium for JLPT N3 Kanji. Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities, 9, 953-956. https://doi.org/10.34010/icobest.v9i.977