ANALYSIS OF HANGMAN GAME IMPLEMENTATION FOR HSK TEST PARTICIPANTS USING FLUTTER
Abstract
Mandarin Chinese, more commonly known as Modern Chinese, is one of the worlds’ many languages. It is the main
official language of the People’s Republic of China, and it is also one of the most anticipated languages across the world. In year
2020, the Mandarin language is the second most spoken language in the world at 1.12 billion speakers. To facilitate the growing
use of Mandarin in the workplace, more and more private schools are teaching Mandarin as a second language. This leads to a need
to assess the expertise of the speakers, which leads to the creation of certain Chinese proficiency tests such as Hanyu Shuiping
Kaoshi (HSK). To support HSK test takers, the author intends to provide a new kind of media to help the test takers expand their
vocabulary. With the help of Flutter and Firebase Cloud Firestore, the result is an e-learning mobile application, served as a
hangman game. Survey results show people are interested in the application and believe that it can help the players expand
their vocabularies.
Keywords
Full Text:
PDFReferences
E. Caplan, “What are the Most Spoken Languages in the World?,” Fluent in 3 Months. 2020, [Online]. Available: https://www.fluentin3months.com/most-
spoken-languages/.
Y. Peng, W. Yan, and L. Cheng, “Hanyu Shuiping Kaoshi (HSK): A Multi-Level, Multi-Purpose Proficiency Test,” Lang. Test., 2020, doi:
1177/0265532220957298.
E. Caplan, “What are the Most Spoken Languages in the World?,” Fluent in 3 Months. 2020, [Online]. Available: https://www.fluentin3months.com/most-
spoken-languages/.
Y. Peng, W. Yan, and L. Cheng, “Hanyu Shuiping Kaoshi (HSK): A Multi-Level, Multi-Purpose Proficiency Test,” Lang. Test., 2020, doi:
1177/0265532220957298.
W. Jiang, “Benchmarking Students’ Attainment in Australian Tertiary Chinese Programs Using the New HSK Tests,” Creat. Educ., vol. 11, no. 05, pp.
–638, 2020, doi: 10.4236/ce.2020.115047.
B. DaCosta and S. Seok, “Mobile Game-Based Learning: Exploring the Anytime, Anywhere, and on Any Device Characteristics of Mobile Devices,”
Soc. Inf. Technol. Teach. Educ. Int. Conf. 2017, pp. 752–756, 2017.
Z. Farihah Lailatul and E. Rachmawati, “Digital Hangman Game to Improve Student’s Vocabulary Mastery in Teaching Narrative Text,” vol. 4, no. 1,
E. Putri Yuliana, “The Effect of Riddles Technique to Eighth Grade,” 2020.
Y. Ying, F. Ruomei, and P. M. Susilo, “Smart Word Aplication Design for Learning Mandarin-Indonesia Vocabulary,” J. Phys. Conf. Ser., vol. 1477, no.
, pp. 0–7, 2020, doi: 10.1088/1742-6596/1477/4/042015.
W. Apriani, “Educational Games Let’s Learn Japanese Using The Unity 3d Based Android,” Educ. Games Let’s Learn Japanese Using Unity 3d Based
Android, vol. 3, no. 2, pp. 10–19, 2019.
M. S. Muslimin, N. M. Nordin, and A. Z. Mansor, “The Design and Development Of Mobieko: A Mobile Educational App For Microeconomics Module,”
Malaysian J. Learn. Instr., vol. 2017, no. Special Issues, pp. 221–255, 2017.
A. Abdulkarim, N. Ratmaningsih, and D. N. Anggraini, “Developing Civicpedia as a Civic Education E-learning Media to Improve Students’ Information
Literacy,” J. Soc. Stud. Educ. Res., vol. 9, no. 3, pp. 45–61, 2018, doi:10.17499/jsser.32139.
S. Tanjung, H. Rahmansyah, and S. R. Siregar, “The Effect Of Hangman Game On Students ’ Vocabulary Mastery ( A Study At The Eighth Grade Of
SMP NEGERI 1 PADANG BOLAK 2019 / 2020 Academic Year ),” vol. 2, no. 3, pp. 77–89, 2020.
T. Huynh, “A Flashcard Mobile Application Development With Flutter,” 2021.
C. M. Budoya, M. Kissaka, and J. Mtebe, “Instructional Design Enabled Agile Method Using ADDIE Model and Feature Driven Development Process.,”
Int. J. Educ. Dev. Using Inf. Commun. Technol., vol. 15, no. 1, pp. 35–54, 2019.
J. Zhang, “The Construction of College English Online Learning Community under ADDIE Model,” English Lang. Teach., vol. 13, no. 7, p. 46, 2020,
doi: 10.5539/elt.v13n7p46. A. Rahardi, N. Zaidal, and I. Palaguna, “Perancangan Aplikasi Game 3D Virtual Reality Sosialisasi Evakuasi dari Kebakaran
Berbasis Android,” Semin. Nas. Has. Penelit. dan Pengabdi. 2019, pp. 366–372, 2019.
DOI: http://dx.doi.org/10.26798/jiko.v6i1.506
Article Metrics
Abstract view : 71984 timesPDF - 456 times
Refbacks
- There are currently no refbacks.
Copyright (c) 2022 Yefta Chrstian, Denissa Denissa