PUTRI, REVI ANANDA KIRANA (2025) KOREAN LANGUAGE LEARNING-TEACHING APPLICATION USING GAMIFICATION TECHNOLOGY WITH THE SPIRAL METHOD. Tugas Akhir thesis, Informatics.
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Abstract
This study aims to develop an interactive and user-friendly Korean language learning application for beginners by integrating the Spiral method and gamification technology. The application is designed to help users grasp basic language concepts, enhance speaking and writing skills, and support engaging and flexible self-directed learning. The Spiral method was selected for its iterative approach, allowing for continuous evaluation and improvement based on direct user feedback. This approach also aids in identifying and mitigating risks early in the development process, making it more controlled and adaptive. Meanwhile, gamification is implemented through elements such as points, badges, challenges, and a reward system to increase motivation, engagement, and a sense of achievement throughout the learning journey. These elements are crafted to foster a more enjoyable, interactive, and consistent learning experience. By combining both approaches, the application is expected to not only improve language proficiency gradually but also offer an enjoyable, motivating experience that encourages a high level of learning interest among beginners. Keywords: Korean Language, Gamification, Spiral Method, M-Learning-Teaching
| Item Type: | Thesis (Skripsi, Tugas Akhir or Kerja Praktek) (Tugas Akhir) |
|---|---|
| Subjects: | T Technology > T Technology (General) |
| Divisions: | Fakultas Sains Dan Teknologi > S1 Informatika |
| Depositing User: | Kaprodi S1 Informatika UTY |
| Date Deposited: | 17 Jul 2025 02:44 |
| Last Modified: | 17 Jul 2025 02:44 |
| URI: | http://eprints.uty.ac.id/id/eprint/18204 |
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