PEMBUATAN APLIKASI PEMBELAJARAN GRAMMAR BAHASA INGGRIS BERBASIS WEB DENGAN PENDEKATAN UX DESIGN DAN GAMIFIKASI

Authors

  • Andhik Ampuh Yunanto
  • Irwan Sumarsono
  • Sylvi Indryana Safira

Keywords:

TOEFL Grammar App, Game based App, Gamification, UX Design

Abstract

Currently, an effective and efficient learning approach is needed to teach English education to students in order to face the era of globalization. Especially in Indonesia, this ability has been taught to students, especially students since they were at the elementary school level. However, based on the facts, most students' English skills are still below the standard. Therefore, this study builds a game-based learning approach. According to the survey, the TOEFL score in the grammar section is the lowest compared to reading or listening. Learning applications are still monotonous, such as there are only a collection of questions and several other supporting elements. In addition, currently learning applications are also less interactive with users, therefore I use the gamification method and UX Design approach to develop a website-based application that can help users interact with the application so that it can motivate them to learn grammar. Some of the elements that are applied are grades or scores, levels, and difficulty levels. This application is also implemented and tested on users. From the test results, users provide positive feedback on the development of this application. So this research can increase user interest in learning English grammar in the future.

References

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Yunanto, A. A., Herumurti, D., Kuswadayan, I., & Rochimah, S. (2018). Intelligent System for Agent in Educational Game Using Dynamic Gram Similarity. 2018 International Seminar on Application for Technology of Information and Communication. Semarang.

Yunanto, A. A., Herumurti, D., Kuswadayan, I., Hariadi, R. R., & Rochimah, S. (2019). Design and Implementation of Educational Game to Improve Arithmetic Abilities for Children. 12th International Conference on Information & Communication Technology and System (ICTS). Surabaya, Indonesia.

Yunanto, A. A., Herumurti, D., Rochimah, S., & Kuswardayan, I. (2019). English Education Game using Non-Player Character Based on Natural Language Processing. The Fifth Information Systems International Conference. Surabaya, Indonesia.

Yunanto, A, A, Herumurti. D. (2021). A Literature Review for Non-player Character Existence in Educational Game. In Cyber Physical, Computer and Automation System: A Study of New Technologies (pp. 235-244). Springer Singapore.

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Published

2023-01-23

How to Cite

Andhik Ampuh Yunanto, Irwan Sumarsono, & Sylvi Indryana Safira. (2023). PEMBUATAN APLIKASI PEMBELAJARAN GRAMMAR BAHASA INGGRIS BERBASIS WEB DENGAN PENDEKATAN UX DESIGN DAN GAMIFIKASI. Prosiding Seminar Nasional Terapan Riset Inovatif (SENTRINOV), 8(1), 428 - 435. Retrieved from https://proceeding.isas.or.id/index.php/sentrinov/article/view/1192