RPG Game “The English Kingdom” in English Learning
DOI:
https://doi.org/10.23887/jipp.v8i3.78795Keywords:
ADDIE, Game, Role Playing Games, GamificationAbstract
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.
References
Amir, H. F., Huda, A., & Maksum, H. (2021). Development Of Mobile Learning For Simulation And Digital Communications. Journal Of Education Technology, 4(3), 310–316. Https://Doi.Org/10.23887/Jet.V4i3.28537.
Basar, A. M. (2020). Problematika Pembelajaran Jarak Jauh Pada Masa Pandemi Covid-19. Edunesia: Jurnal Ilmiah Pendidikan, 2(1), 208–218. Https://Doi.Org/10.51276/Edu.V2i1.112.
Christopoulos, A., & Mystakidis, S. (2023). Gamification In Education. Jurnal Encyclopedia, 3(4), 1223–1243. Https://Doi.Org/10.3390/Encyclopedia3040089.
Dewi, N., P., J., Sujana, I., & W. (2019). Learning Multimedia Based On Rpg Maker Mv Material For Circumference And Area Of Flat Shapes For Elementary School Students. Journal Of Education Technology, 5(3), 365–374. Https://Doi.Org/10.23887/Jet.V5i2.34462.
Djamas, D., Tinedi, V., & Azwir, Y. (2023). Development Of Interactive Multimedia Learning Materials For Improving Critical Thinking Skills. International Journal Of Information And Communication Technology Education, 14(49), 66–84. Https://Doi.Org/10.4018/Ijicte.2018100105.
Durowicz, A., & Bergström, E. (2020). Establishing Requirements For A Gamified Digital Math Tool In A South African Township Primary School. Digitala Vetenskapliga Arkivet, 82(3), 1–14. Https://Doi.Org/Https://Urn.Kb.Se/Resolve?Urn=Urn:Nbn:Se:Kth:Diva-260253.
Educational, & Forum, D. (2020). The Covid-19 Induced Learning Loss – What Is It And How It Can Be Mitigated? (P. 39).
Engzell, P., Frey, A., Verhagen, M., & D. (2021). Learning Loss Due To School Closures During The Covid-19 Pandemic. Jurnal Pnas, 3(3), 118 17. Https://Doi.Org/10.1073/Pnas.202237611.
Fahuzan, K., & Santosa, R. H. (2019). Gender Differences In Motivation To Learn Math Using Role Play Game In Smartphone. Journal Of Physics: Conference Series, 1097(2), 26. Https://Doi.Org/10.1088/1742-6596/1097/1/012130.
Hamidov, J., Yangiboevich, K., Alimov, A., Xolmurodovich, G., & Abdurasulovich, K. (2020). Opportunities And Results To Increase The Effectiveness Of Multimedia Teaching In Higher Education. Journal Of Critical Reviews, 7(3), 89–93. Https://Doi.Org/10.31838/Jcr.07.14.13.
Hammady, R., & Arnab, S. (2019). Serious Gaming For Behaviour Change: A Systematic Review. Inf, 13(5), 142. Https://Doi.Org/10.3390/Info13030142.
Hidayat, S., Apriliya, S., & Fauziyaturrosyidah, A. (2020). Metode Gamification Sebagai Solusi Fenomena Learning Loss Dalam Pembelajaran Daring Selama Pandemi Covid-19: A Literatur Review. Journal Of Elementary Education, 4(5), 741–753. Https://Doi.Org/10.22460/Collase.V4i5.8815.
Imaliyah, L., & Febria, D. (2018). Implementing English Learning Development Using Games In Class X Sman 20 Batam: Learning Station. Dialectical Literature And Educational Journal, 8(2), 63–67. Https://Doi.Org/10.51714/Dlejpancasakti.V8i2.100.Pp.
Inayati, N., & Waloyo, A. A. (2018). The Influence Of Quizzizonline Gamification On Learning Engagement And Outcomes In Online English Language Teaching. Journal On English As A Foreign Language, 12(2), 249–271. Https://Doi.Org/10.23971/Jefl.V12i2.3546.
Jateng, K. (2017). Momen Pemulihan Sistem Pendidikan Pasca Pandemi (P. 10).
Kemendikbud. (2019). Standar Pendidikan Nasional (P. 20).
Kemenko, P. M. K. (2020). Jika Covid 19 Sudah Menjadi Endemi, Penangananya Jadi Seperti Penyakit Biasa (P. 89).
Khaleel, F. L., Wook, T., & Ismail, A. (2018). Gamification Elements For Learning Applications. International Journal On Advanced Science. Engineering And Information Technology, 6(3), 868–874. Https://Doi.Org/10.18517/Ijaseit.6.6.1379.
Lu, C., Chang, M., Kinshuk, H., E., & Chen, C.-W. (2020). Context-Aware Mobile Role Playing Game For Learning - A Case Of Canada And Taiwan. Journal Of Educational Technology & Society, 17(3), 101–114. Https://Doi.Org/Https://Www.Jstor.Org/Stable/Jeductechsoci.17.2.101.
Marinda, L. (2018). Teori Perkembangan Kognitif Jean Piaget Dan Problematikanya Pada Anak Usia Sekolah Dasar. Jurnal Kajian Perempuan & Keislaman, 13(1), 117–152. Https://Doi.Org/10.35719/Annisa.V13i1.26.
Megawati, F. (2020). Kesulitan Mahasiswa Dalam Mencapai Pembelajaran Bahasa Inggris Secara Efektif. Jurnal Pendagogia, 5(2), 147–156. Https://Doi.Org/10.21070/Pedagogia.V5i2.246.
Mulyatiningsih, & Endang. (2022). Metode Penelitian Terapan Bidang Pendidikan. Alfabeta.
Muslimin, I. T., & Marpuah, N. (2022). Implementasi Media Game Role Playing Game (Rpg) Untuk Meningkatkan Motivasi Siswa Pada Mata Pelajaran Akhlak Sehari-Hari. Islamic Journal Of Education, 1(2), 86–93. Https://Doi.Org/10.54801/Ijed.V1i2.133.
Novayani, W. (2019). Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa: Learning Impact Of Educational Role Playing Games On Students’ History Learning Motivation. Jurnal Komputer Terapan, 8(1), 94–102. Https://Doi.Org/10.35143/Jkt.V8i1.5365.
P., M. I. G. W., & Murti., P. (2021). Game Edukasi Robot Petualang Nusantara: Meningkatkan Literasi Budaya. Jurnal Ilmiah Pendidikan Profesi Guru, 5(2), 403–414. Https://Doi.Org/10.23887/Jippg.V5i2.49598.
Peck, D. (2021). No Title (P. 38).
Priatna, A., Yusuf, A. M., Sobirin, M., & Jajang, J. (2023). Game Edukasi Interaktif Anak Usia Dini Menggunakan Aplikasi Construct 2. Jurnal Ilmiah Betrik : Besemah Teknologi Informasi Dan Komputer, 13(2), 191–198. Https://Doi.Org/10.36050/Betrik.V13i2.525.
Putra, E., Subiantoro, A., W., & Suhartini. (2023). How Can Scientific Approach Enhancing Student’s Curiosity And Learning Outcomes In Science Learning? Advances In Social Science, Education And Humanities Research.Atlantic Press, 3(3), 2352–5398.
Rahayu, I., & Sukardi, S. (2019). The Development Of E-Modules Project Based Learning For Students Of Computer And Basic Networks At Vocational School. Journal Of Education Technology, 4(4), 398–403. Https://Doi.Org/10.23887/Jet.V4i4.29230.
Rahma, F. I. (2019). Pengembangan Bahan Ajar Tematik Integratif Berbasis Karakter Dengan Multimedia. Interaktif Kelas Iv Di Sdi Wahid Hasyim Bangil.
Saputra, A., D., S., L., A., R., & Sundari, H. (2023). Game-Based English Learning For Young Learners: A Systematic Review. Jurnal Of English Education, 1(3), 109–122. Https://Doi.Org/10.30998/Jedu.V1i3.4752.
Setiawan, A., Praherdhiono, H., & Sulthoni. (2020). Penggunaan Game Edukasi Digital Sebagai Sarana Pembelajaran Anak Usia Dini. Jurnal Inovasi Dan Teknologi Pembelajaran, 9(1), 39–44. Https://Doi.Org/10.17977/Um031v6i12019p039.
Shofa, H., & Surjono, H. D. (2018). Pengembangan Multimedia Pembelajaran Berbasis Role Playing Games (Rpg) Pada Materi Lingkaran Untuk Siswa Smp/Mts Kelas Viii. Jurnal Inovasi Teknologi Pendidikan, 5(2), 151–164. Https://Doi.Org/10.21831/Jitp.V5i2.15048.
Sudarma, I. K., Tegeh, I. M., & Prabawa, D. G. A. P. (2021). Desain Pesan Kajian Analisis Desain Visual Teks Dan Image. Graha Ilmu.
Sugiyono. (2020). Metode Penelitian (Pendekatan Kuantitatif Dan R&D. Alfabeta.
Taufik, A. (2020). Analisis Karakteristik Peserta Didik. Journal Studi Keislaman. El-Ghiroh, 16, (1(6), 1–13. Https://Doi.Org/10.37092/El-Ghiroh.
Upchurch, W. R., & Wildermuth, S. M. (2023). A Spoonful Of Game Design Makes The Work-Out More Fun: Essential Game Design Elements For Use In Gamified Applications. In D. H. Gangadharbatla & D. Z. Davis (Eds.), Emerging Research And Trends In Gamification (Pp. 27–47). Igi Global. Https://Doi.Org/10.4018/978-1-4666-8651-9.Ch002.
Wahid, R., & Aziz, A. (2017). Storyboarding: A Model Technique For The Language Learning Process. Llt Journal: A Journal On Language And Language Learning, 25(2), 497–504. Https://Doi.Org/10.24071/Llt.V25i2.4253.
Wisada, P. D., Sudarma, I. K., S, Y., & I, A. I. W. (2018). Pengembangan Media Video Pembelajaran Berorientasi Pendidikan Karakter. Journal Of Education Technology, 3(3), 140–146. Https://Doi.Org/10.23887/Jet.V3i3.21735.
Yarrow, N., Masood, E., & Afkar, R. (2020). Estimates Of Covid-19 Impacts On Learning And Earning In Indonesia:How To Turn The Tide. The World Bank, 34(4), 39. Https://Doi.Org/10.1596/34378.
Yasin, Y., Triputra, D., R., W., H., K., & Rahmawati, T. (2020). Analisis Kurikulum Merdeka Dan Peran Pendampingan Keluarga Dan Guru/Dosen Dalam Mengatasi Learning Loss Di Masa Pandemi Covid-19. Jurnal Ilmiah Wahana Pendidikan, 8(19), 581–591. Https://Doi.Org/10.5281/Zenodo.7223401.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Ketut Priadnyana Subakti Subakti, I Made Tegeh, I Gde Wawan Sudatha

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with the Jurnal Ilmiah Pendidikan dan Pembelajaran (JIPP) agree to the following terms:
- Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See The Effect of Open Access)