Developing OCEAN as a Game Based on English Learning in Teaching Vocabulary

Authors

  • Afita Dewi Prastiwi Hang Tuah University
  • Maxima Ari Saktiono Hang Tuah University

DOI:

https://doi.org/10.15642/ijet2.2023.12.1.27-38

Keywords:

Game, Media, OCEAN, Vocabulary

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.

Downloads

Download data is not yet available.

References

Abi Hamid, M., Ramadhani, R., Masrul, M., Juliana, J., Safitri, M., Munsarif, M., ... & Simarmata, J. (2020).Media pembelajaran. Yayasan Kita Menulis.

Alqahtani, M. (2015). The importance of vocabulary in language learning and how to be taught.International journal of teaching and education,3(3), 21-34.Bin Mubayrik, H. F. (2020). New trends in formative-summative evaluations for adult education.Sage Open,10(3), 2158244020941006.Borg, W R & Gall, M D. (2003). Educational Research: An Introduction (7. ed). New York: Logman Inc.Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: A literature review. InEuropean Conference on Games Based Learning(Vol. 1, p. 50). Academic Conferences International Limited.Cerasoli, C. P., Nicklin, J. M., & Ford, M. T. D (2014). Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis. Psychological Bulletin. Dick, W., Carey, L., & Carey, J. O. (2009). The systematic design of instruction 7th Ed.United States of America: Pearson Education.Ekayani, P. (2017). Pentingnya penggunaan media pembelajaran untuk meningkatkan prestasi belajar siswa.Jurnal Fakultas Ilmu Pendidikan Universitas Pendidikan Ganesha Singaraja,2(1), 1-11.Elaish, M. M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a mobile game application to boost students’ motivation in learning English vocabulary.IEEE Access,7, 13326-13337. England, E., & Finney, A. (2011). Interactive Media-What's that? Who's involved? ATSF White Paper-Interactive Media UK,12.Furqon, F. (2013). Correlation between Students Vocabulary Mastery and Their Reading Comprehension. Journal of English and Education,1(1), 68-80.Gultom, E. (2016, February). English language teaching problems in Indonesia. InProceeding 7th International Seminar on Regional Education(Vol. 3, pp. 1234-1241).Hadi, M. S., & Irbah Athallah, N. (2021). Gamification's Effectiveness in Online English Teaching in the Pandemic Era. Jurnal Studi Guru Dan Pembelajaran,4(2), 282-286.Kavita, K. S. (2014). Motivational beliefs and academic achievement of university students. Journal of Research & Method in Education, 4(1), 1–3.Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630–643.

Nurhayati, D. A. W. (2015). Improving Students' English Pronunciation Ability through Go Fish Game and Maze Game.Dinamika ilmu,15(2), 215-233.Ramadhaniarti, T. (2016). Teaching English Vocabulary through Game: Views from the Students.Proceedings of ISELT FBS Universitas Negeri Padang,4(2), 382-387.R. Malatesha Joshi(2005)Vocabulary: A Critical Component of Comprehension,Reading & Writing Quarterly,21:3,209-219Sanaky, H. A. (2013). Media pembelajaran interaktif-inovatif.Yogyakarta: Kaukaba Dipantara.Siyanova-Chanturia, A., Webb, S. (2016). Teaching Vocabulary in the EFL Context. In: Renandya, W., Widodo, H. (eds) English Language Teaching Today. English Language Education, vol 5. Springer, Cham.Tsai, C. H., Cheng, C. H., Yeh, D. Y., & Lin,S. Y. (2017). Can learning motivation predict learning achievement? A case study of a mobile game-based English learning approach.Education and Information Technologies,22(5), 2159-2173.Tsau, C. C., & Hao, C. H. (2010). The influence of the elementary students’ early English learning experience on their English motivation and academic achievements. Journal of Educational Practice and Research, 23(2), 95–124.Zhiping, D., & Paramasivam, S. (2013). Anxiety of speaking English in class among international students in a Malaysian university.International Journal of Education and Research,1(11), 1-16.

Downloads

Published

2023-07-31

How to Cite

Prastiwi, A. D. and Saktiono, M. A. (2023) “Developing OCEAN as a Game Based on English Learning in Teaching Vocabulary”, IJET (Indonesian Journal of English Teaching), 12(1), pp. 27–38. doi: 10.15642/ijet2.2023.12.1.27-38.

Issue

Section

Articles

Similar Articles

<< < 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.