The lack of information about sports facilities occurs and obstructs many people to exercise, especially, for the types of sports that most people are unfamiliar with or rarely interested in. The purpose of this research is to make an application that aims to help people find sports partners/ community and facilities in the sports they are interested in, provide the public with information about partner or community, facilities locations, events, sports news, and threads that can share information and experience in it. This application is a web-based application where it developed using object-oriented analysis and design concepts. Also, this application conducts the waterfall life cycle model for the application development process.
This research was purposed to test the effectiveness of learning the Japanese language through a video game. the video game is built for Personal Computer (PC) users to provide Japanese Language education through video games for teens and adults. The research methods used include literature studies of various books, journals, websites, and theories that can support the writing as well as defining the questions for questionnaires to collect useful data. The development of game application methodology used is Game-Based Learning with Enhanced Learning Experience and Knowledge Transfer (ELEKTRA) methodology, which consists of in-depth analysis of the target audience and learning materials. The effectiveness of video games are evaluated using pre-test and post-test methods. From this researches can be seen that video games are effective to increase the users' knowledge of the Japanese language. also, a video game has the capability to increase the user's interest in learning Japanese because of the visual form of the learning process that leads the user to stay engaged with the learning process.
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