Javascript must be enabled to continue!
RPG Game “The English Kingdom” in English Learning
View through CrossRef
English language learning is an increasingly important need in the era of globalization, considering the role of this language as a means of international communication. However, students often consider conventional learning methods less enjoyable, especially at the secondary education level, thus reducing learning motivation and competency achievement. Gamification has been highlighted as an innovation that has increased student engagement in learning. This study attempts to integrate gamification into RPG game-based learning media that is feasible to use. This study aims to analyze the effectiveness of using The English Kingdom game in improving students' English skills, especially in vocabulary, grammar, and speaking. This type of research is development research. The subjects involved in this study were class VIII. The data collection method used was observation with quantitative data analysis. The RPG game product "The English Kingdom" was developed using the ADDIE model. The RPG game product was considered good and feasible based on expert, student and teacher assessments. Overall, the study results showed that the RPG game "The English Kingdom" achieved very good criteria, so it was concluded that the product development of this research was very feasible to be applied in learning. This study's implications are expected to contribute significantly to the development of technology-based interactive learning media, especially in English language learning.
Universitas Pendidikan Ganesha
Title: RPG Game “The English Kingdom” in English Learning
Description:
English language learning is an increasingly important need in the era of globalization, considering the role of this language as a means of international communication.
However, students often consider conventional learning methods less enjoyable, especially at the secondary education level, thus reducing learning motivation and competency achievement.
Gamification has been highlighted as an innovation that has increased student engagement in learning.
This study attempts to integrate gamification into RPG game-based learning media that is feasible to use.
This study aims to analyze the effectiveness of using The English Kingdom game in improving students' English skills, especially in vocabulary, grammar, and speaking.
This type of research is development research.
The subjects involved in this study were class VIII.
The data collection method used was observation with quantitative data analysis.
The RPG game product "The English Kingdom" was developed using the ADDIE model.
The RPG game product was considered good and feasible based on expert, student and teacher assessments.
Overall, the study results showed that the RPG game "The English Kingdom" achieved very good criteria, so it was concluded that the product development of this research was very feasible to be applied in learning.
This study's implications are expected to contribute significantly to the development of technology-based interactive learning media, especially in English language learning.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
CREATING LEARNING MEDIA IN TEACHING ENGLISH AT SMP MUHAMMADIYAH 2 PAGELARAN ACADEMIC YEAR 2020/2021
The pandemic Covid-19 currently demands teachers to be able to use technology in teaching and learning process. But in reality there are still many teachers who have not been able ...
Aviation English - A global perspective: analysis, teaching, assessment
Aviation English - A global perspective: analysis, teaching, assessment
This e-book brings together 13 chapters written by aviation English researchers and practitioners settled in six different countries, representing institutions and universities fro...
Numeracy Literacy Educational Game-based RPG Maker MV in Elementary Schools
Numeracy Literacy Educational Game-based RPG Maker MV in Elementary Schools
This research discusses the implementation of numeracy literacy in mathematics learning into educational games based on RPG Maker MV for elementary school students. Technological a...
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Game edukasi adalah game yang didesain untuk merangsang kecerdasan anak. Game edukasi bertujuan untuk belajar dan menarik perhatian siswa. Game edukasi adalah gabungan dari konten ...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
The Effect of using Spaced Repetition in Mobile Learning Games on the Learning Success
The Effect of using Spaced Repetition in Mobile Learning Games on the Learning Success
The field of learning has been researched in multiple ways and directions. The different learning strategies of individual learners represent one of those fields. Especially in tra...
Generating game immersion features for immersive game selection
Generating game immersion features for immersive game selection
The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game whi...

