Game-based Interactive Digital Module: Application to Announcement Materials in English Language Learning
DOI:
https://doi.org/10.70125/jetsar.v1i3y2025a26Keywords:
Digital Module, Game Based Learning, English Learning, Announcement, Educational TechnologyAbstract
This study aims to develop a game-based interactive digital module that is effective in helping students understand the material “announcement” in English learning. The game-based approach is expected to increase student engagement, interest in learning, and understanding of concepts. The research method used is Research and Development (R&D) with the stages of needs analysis, module design, expert validation, field trials, and evaluation. The results showed that this module can increase students' active participation in learning and can facilitate them in understanding the material. The findings support the application of technology and game-based learning media as an innovative solution in language education.
References
Aslam, F., Rahman, H., Wahid, S. A., Wahid, S. A., & Ali, N. (2024). Enhancing children’s learning experience through alphabet ar-game: a usability and acceptability assessment of augmented reality game-based learning. Multimedia Tools and Applications. https://doi.org/10.1007/s11042-024-20346-0 DOI: https://doi.org/10.1007/s11042-024-20346-0
Bernstein, D. J. (1990). Of carrots and sticks: A review of Deci and Ryan’s Intrinsic Motivation and Self-Determination in Human Behavior. Journal of the Experimental Analysis of Behavior, 54(3), 323–332. https://doi.org/10.1901/jeab.1990.54-323 DOI: https://doi.org/10.1901/jeab.1990.54-323
Bonk, C. J., & Graham, C. R. (Eds.). (2006). The handbook of blended learning: global perspectives, local designs (1st ed). Pfeiffer.
Chen, C.-H., & Chang, C.-L. (2024). Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior. Education and Information Technologies, 29(14), 18621–18642. https://doi.org/10.1007/s10639-024-12553-x DOI: https://doi.org/10.1007/s10639-024-12553-x
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065 DOI: https://doi.org/10.3102/0034654315582065
Deci, E. L., & Ryan, R. M. (2014). Intrinsic motivation and self-determination in human behavior. Springer Science+Business Media.
Dick, W., Carey, L., & Carey, J. O. (2022). The systematic design of instruction (Ninth edition). Pearson.
Eutsler, L. (2021). Pandemic induced remote learning increases need for mobile game-based learning to engage learners. Educational Technology Research and Development, 69(1), 185–188. https://doi.org/10.1007/s11423-020-09861-7 DOI: https://doi.org/10.1007/s11423-020-09861-7
Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024). GAMIFICATION DEVELOPMENTS IN EDUCATION: PERKEMBANGAN GAMIFIKASI DI BIDANG PENDIDIKAN. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 14(2), 177–186. https://doi.org/10.24246/j.js.2024.v14.i2.p177-186 DOI: https://doi.org/10.24246/j.js.2024.v14.i2.p177-186
Gall, M. D., Gall, J. P., & Borg, W. R. (2007). Educational research: an introduction (8. ed., Pearson internat. ed). Pearson.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–20. https://doi.org/10.1145/950566.950595 DOI: https://doi.org/10.1145/950566.950595
Giannakas, F., Kambourakis, G., Papasalouros, A., & Gritzalis, S. (2018). A critical review of 13 years of mobile game-based learning. Educational Technology Research and Development, 66(2), 341–384. https://doi.org/10.1007/s11423-017-9552-z DOI: https://doi.org/10.1007/s11423-017-9552-z
Huang, B., & Hew, K. F. (2018). Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts. Computers & Education, 125, 254–272. https://doi.org/10.1016/j.compedu.2018.06.018 DOI: https://doi.org/10.1016/j.compedu.2018.06.018
Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: computer-based training, web-based training, distance broadcast training, performance-based solutions (2nd ed). Jossey-Bass.
Li, C.-T., & Hou, H.-T. (2024). Remote Blended Game-Based Learning: Integrating Synchronous Game-Based Learning with Asynchronous Inquiry-Based Learning. Journal of Science Education and Technology, 33(5), 746–758. https://doi.org/10.1007/s10956-024-10118-8 DOI: https://doi.org/10.1007/s10956-024-10118-8
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21–21. https://doi.org/10.1145/950566.950596 DOI: https://doi.org/10.1145/950566.950596
Putra, A. P., Soepriyanto, Y., & Husna, A. (2018). PENGEMBANGAN MULTIMEDIA GAME EDUKASI TENTANG KERAGAMAN MASAKAN KHAS DAERAH-DAERAH DI INDONESIA UNTUK KELAS V SD. JKTP: Jurnal Kajian Teknologi Pendidikan, 1(4), 299–306. https://journal2.um.ac.id/index.php/jktp/article/view/6911
Sweller, J. (2024). Cognitive load theory and individual differences. Learning and Individual Differences, 110, 102423. https://doi.org/10.1016/j.lindif.2024.102423 DOI: https://doi.org/10.1016/j.lindif.2024.102423
Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-Based Learning. In J. M. Spector, M. D. Merrill, J. Elen, & M. J. Bishop (Eds.), Handbook of Research on Educational Communications and Technology (pp. 485–503). Springer. https://doi.org/10.1007/978-1-4614-3185-5_38 DOI: https://doi.org/10.1007/978-1-4614-3185-5_38
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Arafah Husna, Made Duananda Kartika Degeng, Yulias Prihatmoko (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Journal of Educational Technology on Studies and Applied Research provides open access to published articles free of charge. Open access aims to make it easier for authors and readers to access quality manuscripts and support the development of science in the field of Educational Technology.