Semantic Scholar Open Access 2025 2 sitasi

Gamified and AI-Powered Learning Systems in Japanese Literature Education in the Digital Age

Linda Unsriana Bosya Perdana Sunda Ariana D. Saputra Fitria Supyaningsih +1 lainnya

Abstrak

The emergence of Industry 4.0 has significantly transformed higher education by promoting the integration of smart learning technologies across various disciplines. However, the adoption of digital tools in the humanities, particularly in Japanese literature education, remains limited due to perceived incompatibilities between technological interfaces and the cultural and aesthetic intricacies of literary study. This research investigates the efficacy and challenges of implementing gamified and AI-powered learning systems within Japanese litrary curricula. Utilizing a qualitative case study approach, data were collected through interviews with instructors and students, observations of Learning Management Systems, and analysis of digital course materials across multiple universities. Thematic analysis combined with Kirkpatrick’s four-level evaluation model revealed that digital tools, including natural language processing-based text analysis and adaptive learning frameworks, improved student engagement, cultural comprehension, and instructional flexibility. Gamified elements such as badge systems and interactive timelines enhanced motivation and increased completion rates for supplemental modules. Despite these benefits, the study identified persistent barriers related to infrastructure disparities, limited educator training, and difficulties in conveying literary aesthetics such as yūgen through digital platforms. The findings underscore the potential of smart learning systems to enrich literary education when supported by pedagogically informed design and institutional commitment. This study addresses a significant gap in the digital humanities literature by exploring the intersection of artificial intelligence, gamification, and non-Western literary instruction. Future research should develop hybrid learning models that combine traditional and digital methods, and apply longitudinal assessments to evaluate sustained educational impact.

Penulis (6)

L

Linda Unsriana

B

Bosya Perdana

S

Sunda Ariana

D

D. Saputra

F

Fitria Supyaningsih

A

Andres Peeter

Format Sitasi

Unsriana, L., Perdana, B., Ariana, S., Saputra, D., Supyaningsih, F., Peeter, A. (2025). Gamified and AI-Powered Learning Systems in Japanese Literature Education in the Digital Age. https://doi.org/10.1109/ICCIT65724.2025.11167003

Akses Cepat

Informasi Jurnal
Tahun Terbit
2025
Bahasa
en
Total Sitasi
Sumber Database
Semantic Scholar
DOI
10.1109/ICCIT65724.2025.11167003
Akses
Open Access ✓