EFEKTIVITAS MEDIA PERMAINAN SUDOKU DALAM MENGHAFAL HURUF KANA (MENGGUNAKAN METODE EKSPERIMEN QUASI TERHADAP SISWA JAPANESE CLUB SMP LABORATORIUM PERCONTOHAN UPI) (THE EFFECTIVENESS OF SUDOKU GAME MEDIA IN MEMORIZING KANA LETTERS (USING QUASI-EXPERIMENTAL METHOD ON STUDENTS OF JAPANESE CLUB SMP LABORATORY PILOT UPI)
When studying Japanese at school, basic aspects must study is the Japanese letter. In its writing system, Japanese has four letters, namely kanji, hiragana, katakana, and roomaji. Before the stage of kanji learning, firstly, students have to learn hiragana and katakana which are commonly called kana...
Main Authors: | , , |
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Format: | Article |
Language: | English |
Published: |
Universitas Pendidikan Indonesia
2016-12-01
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Series: | Jurnal Japanedu: Pendidikan dan Pengajaran Bahasa Jepang |
Subjects: | |
Online Access: | https://ejournal.upi.edu/index.php/japanedu/article/view/5840/3949 |