English Game Website-Based Development for Fifth Grade Elementary School Students in First Semester

Authors

  • Ni Made Nadindya Mahadewi Universitas Pendidikan Ganesha
  • Putu Kerti Nitiasih
  • Luh Gd Rahayu Budiarta
  • Ni Luh Putu Era Adnyayanti

DOI:

https://doi.org/10.30650/ajte.v6i1.3765

Keywords:

Gamification, Era Revolution Industri 4.0, Students’ Motivation

Abstract

Human life has entered the era of the Industrial Revolution 4.0, where technology plays an important role in human life. Likewise, teaching and learning activities are currently being collaborated with technology. However, in practice, many schools still tend to use conventional methods in teaching. Conventional methods This makes students tend to feel bored in participating in learning. Many learning methods have been developed which are considered effective in increasing student enthusiasm for learning. One of the effective, interactive, innovative, and attractive methods for students that can be used is the gamification method. This study aims to develop learning media in digital games for elementary school students learning English. The Design and Development (D&D) methodology and the ADDIE development model were used in this study. The subjects in this study were five fifth-grade elementary school students. Data collection methods in research are observation, interviews, and questionnaires. Furthermore, data analysis was carried out using descriptive qualitative and quantitative descriptive methods. The data obtained are (1) the results of the design and development of learning media using the ADDIE model (analysis, design, development, implementation, and evaluation). (2) results of product effectiveness and validity data from expert judgment, teachers, and users (students). Based on the results of expert judges, website game-based learning English media products are considered very valid as English learning media. Likewise, the English teacher and five fifth-grade students considered games very effective as learning media to increase learning motivation.

Downloads

Download data is not yet available.

References

Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages: A Systematic Literature Review. Revista Romaneasca Pentru Educatie Multidimensionala, 13(2), 559–577. https://doi.org/10.18662/rrem/13.2/436
Gunadi, G., Haryono, H., Purwanti, E., Raya, B. R., Pinoh Barat Melawi, T., & Kalimantan, W. (2022). The Analysis of 21 st Century Learning Implementation and Competency Achievement of Junior High School Students in 3T Regions. Innovative Journal of Curriculum and Educational Technology, 11(1), 10–18.
Hafifah, G. N. (2019). Efficiency of applying information and communication technology (ICT) in English language teaching. Proceedings of MELTC (Muhammadiyah English Language Teaching Conference), 21–36. http://journal.um-surabaya.ac.id/index.php/Pro/article/view/2999
Hashemi, M., & Azizinezhad, M. (2020). Teaching English to children: A unique, challenging experience for teachers, effective teaching ideas. Procedia - Social and Behavioral Sciences, 30, 2083–2087. https://doi.org/10.1016/j.sbspro.2011.10.405
Heni, J. (2016). Penggunaan Gamifikasi dalam Proses Pembelajaran. Jurnal TICOM, 5(1), 1–6. https://media.neliti.com/media/publications/92772-ID-penggunaan-gamifikasi-dalam-proses-pembe.pdf
Husna, A. H., & Murtini, R. T. (2019). A study on students’ motivation in learning English as English foreign language (EFL) at stikes cendekia utama kudus. Journal of English Teaching and Research, 4(2), 207–220. https://ojs.unpkediri.ac.id/index.php/inggris/article/download/13745/1377/
Los, U. M. D. E. C. D. E. (2020). The English Teaching Strategies for Young Learners in an International Primary School in Surakarta. 151–163.
Lubis, A. H. (2018). Integrasi TIK Dalam Pengajaran Bahasa Inggris di Indonesia Abad ke-21: Mitos dan Realita. Cakrawala Pendidikan, 37(1), 11–21.
Poudel, A. P. (2022). Information and Communication TechnologY in English Language Teaching: Some Opportunities and Challenges. Journal of Comparative & International Higher Education, 14(4), 103–116. https://doi.org/10.32674/jcihe.v14i4.3874
Prayatni, I. (2019). Teaching English For Young Learners. Jurnal Ilmiah Profesi Pendidikan, 4(2), 106–110. https://doi.org/10.29303/jipp.v4i2.90
Purnawan, N., Padmadewi, N. N., & Budiarta, L. (2022). The Effect of Online Gamification Quiz Application on Vocabulary Mastery for Young English Learners. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 9(1), 33–43. https://doi.org/10.17977/um031v9i12022p033
Rahmani, E. F. (2020). The Benefits of Gamification in the English Learning Context. IJEE (Indonesian Journal of English Education), 7(1), 32–47. https://doi.org/10.15408/ijee.v7i1.17054
Redjeki, I. S., & Muhajir, R. (2021). Gamification in EFL classroom to support teaching and learning in 21st century. JEES (Journal of English Educators Society), 6(1), 68–78. https://doi.org/10.21070/jees.v6i1.882
Richey R. & Klein, J. (2007). Design and development research: Methods, strategies and issues. Mahwah, New Jersey: Lawrence Erlbaum Associates, Publisher, 57(4), 553–571. https://doi.org/10.1007/s11423-007-9075-0
Siregar, F. R., & Siregar, R. (2020). ENGLISH EDUCATION English Journal for Teaching and Learning Students’ Motivation in Learning English. English Journal for Teaching and Learning, 08(02), 177–188. http://jurnal.iainpadangsidimpuan.ac.id/index.php/EEJ
Syafryadin, S. (2020). Effective English Teaching for Young Learners Classrooms. Yavana Bhasha : Journal of English Language Education, 3(2), 79. https://doi.org/10.25078/yb.v3i2.1714
Tan, Y. L. L. (2018). Meaningful gamification and students’ motivation: A strategy for scaffolding reading material. Online Learning Journal, 22(2), 141–156. https://doi.org/10.24059/olj.v22i2.1167
Tangahu, W., Rahmat, A., & Husain, R. (2021). Modern Education in Revolution 4.0. Website: Ijiert.Org VOLUME, 8(1), 3–7.

Downloads

Published

2024-01-23

How to Cite

Mahadewi, N. M. N., Nitiasih, P. K., Budiarta, L. G. R., & Adnyayanti, N. L. P. E. (2024). English Game Website-Based Development for Fifth Grade Elementary School Students in First Semester. Acitya: Journal of Teaching and Education, 6(1), 133–145. https://doi.org/10.30650/ajte.v6i1.3765