Developing English Grammar
Learning Application based on Gamification
Andhik Ampuh Yunanto
1
a
, Yanuar Risah Prayogi
1
, Siska Arifiani
2
, Darlis Herumurti
2
and Siti Rochimah
2
1
Department of Informatics and Computer Engineering, Politeknik Elektronika Negeri Surabaya,
Keputih, Sukolilo, Surabaya City, East Java 60111, Indonesia
2
Department of Informatics, Institut Teknologi Sepuluh Nopember, Keputih, Sukolilo,
Surabaya City, East Java 60111, Indonesia
Keywords: Learning Application, Gamification, English Grammar Education.
Abstract: In this modern era, there are many applications available in the marketplace, one of which is learning
applications. Even though the current learning application has implemented a good design and features, this
application is just a standard system that simply carries out the rules of the system. This can make users
quickly bored because the elements and elements of the system are less attractive. So that this makes learning
applications in the marketplace unpopular and still below other types of applications. Due to this, this study
develops gamification-based learning applications where applications are built by applying elements that are
commonly applied to a game. The focus of this research is learning English grammar because this material is
very important for students, especially students. Testing is done in a unittest way to see whether the elements
applied to this application have met the gamification element. In addition, this learning application was also
tested on respondents to get feedback. The results show that the application can run smoothly and get positive
feedback from the respondents which has average score 76. So it can be concluded that this research is
expected to be a guide in developing further learning applications and be useful for students, especially
students in learning English Grammar.
1 INTRODUCTION
The widespread use and use of technology today such
as the Internet, social networks and cell phones can
affect the educational process in schools and colleges.
One of the important roles that technology has today
is in terms of education which can make
communication better, the implementation of
information systems becomes more actual, and is
useful as a learning medium. In addition, the latest
technology also supports individual, collaborative
learning, content management, activity management,
formal, informal, and work. One of the most common
education systems supported by information
technology is E-learning (Yunanto, Herumurti,
Kuswadayan, & Rochimah, 2018).
However, the increasing number of learning
applications or e-learning systems that are currently
rampant tends to have monotonous content. Based on
a
https://orcid.org/0000-0001-5137-4473
observations on the Google Playstore, applications
with educational themes have a lower number of
downloads compared to applications with other
themes. One application that is very popular with
young people today is a game or game-based
application.
Game or game-based applications are very
popular among young people today, especially for
children and adolescents. Based on a report from the
Federation of American Scientists, children who are
8-18 spend an average of 50 minutes playing games
per day (Scientists, Federation of American, 2006).
According to the EU kids Online Network, internet
users aged 9-16 years spend 88 minutes per day
online. As well as when children use the internet,
reports show that playing games is the second activity
children often use after completing homework
(Livingstone & Haddon, 2009).
Yunanto, A., Prayogi, Y., Arifiani, S., Herumurti, D. and Rochimah, S.
Developing English Grammar Learning Application based on Gamification.
DOI: 10.5220/0010962700003260
In Proceedings of the 4th International Conference on Applied Science and Technology on Engineering Science (iCAST-ES 2021), pages 1225-1230
ISBN: 978-989-758-615-6; ISSN: 2975-8246
Copyright
c
2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
1225
Because of this, many game developers and
researchers use games for specific purposes as well as
entertainment media. One topic that is popular among
researchers is about utilizing the latest technology,
games, and education (Andhik Ampuh Yunanto,
2021). Many recent studies have reported the benefits
of educational computer-based games in promoting
student motivation to learn. Digital game-based
learning has been considered a very potential issue
among various approaches in the development of
learning technology (Yunanto, Herumurti,
Kuswadayan, Hariadi, & Rochimah, Design and
Implementation of Educational Game to Improve
Arithmetic Abilities for Children, 2019). In addition,
games currently being developed also apply modern
technologies such as artificial intelligence (Yunanto,
Herumurti, Kuswadayan, & Rochimah, Intelligent
System for Agent in Educational Game Using
Dynamic Gram Similarity, 2018), computational
intelligence (Herumurti, Kuswardayan, Khotimah,
Yunanto, & Yusuf, 2019), text processing (Yunanto,
Herumurti, Rochimah, & Kuswardayan, 2019),
virtual reality (Herumurti, Yuniarti, Rimawan, &
Yunanto, 2019 ), and game simulation (Kuswadayan,
et al., 2019).
Since the era of globalization launched by the
world, especially for ASEAN, interactions between
countries have become more open and freer. For this
reason, the ability of foreign languages such as
English is one of the abilities that must be owned by
everyone, especially young people. However, based
on existing surveys, the English language skills
possessed by most students are still very minimal and
lacking.
This can be seen from the TOEFL test results that
have been followed by students where the scores
obtained tend to be below standard. For example, a
survey shows that 70% of new students score below
477. Not only that, not a few final year students also
have difficulty completing the judicial requirements
due to the failure of the TOEFL test. So that most
students fail to graduate for that reason. This is a very
basic problem and must be resolved in Indonesia
immediately.
From the description above shows that currently
an effective and efficient learning approach is needed
to teach English education to students in order to face
the era of globalization. Therefore, this study builds a
game-based learning approach. This research focuses
on developing game-based English grammar learning
applications. This study aims to improve the user's
ability to master English grammar in a more fun way.
This research is also useful for students in helping to
do the TOEFL test, especially for grammar material.
2 LITERATURE REVIEW
2.1 Gamification
From 2010 until now, a new trend called gamification
has emerged. Gamification can be defined as the use
of game design elements to motivate player behavior
in a non-game context (Deterding, 2011). According
to Dominguez, gamification is the act of combining
game elements into non-game software applications
to improve user experience and engagement
(Dominguez, et al., 2013). Gamification has been
implemented in many different domains in recent
years in an effort to improve the work and
performance of developers in their daily development
tasks (Hugos, 2012). Gartner Corporation predicts
that more than 50% of organizations will undertake a
process of innovation towards games as gamification
that provides accelerated feedback, clear objectives
and challenging tasks by 2015 (Gartner, Inc., 2011).
According to the Bureau, gamification has some
elements common to the theory of learning behaviors
such as positive help or support, small or simple tasks,
prompt feedback, and progressive challenges (Biro,
2014). Education-based gamification also
implements the use of a game rule system such as
player experiences and cultural roles that are used to
shape student behavior (Sua & Cheng, 2013).
3 METHOD
This research has several phase including the design
phase, implementation phase, and testing phase.
1. Design Phase
The design stage includes the process of preparing the
materials needed to build the application. One of the
things needed to build a game-based application is an
asset. Figure 1 shows the assets used in the study.
Besides these assets, there are other assets such as
backgrounds, objects, and so on
Figure 1: Character Assets.
iCAST-ES 2021 - International Conference on Applied Science and Technology on Engineering Science
1226
Table 1: Examples of English grammar questions and
answers.
Level Question
Type
Question Answer
Option
1 Sentence
has a
subject and
a verb
… was
backed up
for miles on
the freeway.
a. Yesterday
b. In the
morning
c. Traffic
d. Cars
2 Object of
Preposition
With his
friend
found the
movie
theatre.
a. has
b. he
c. later
d. when
3 Appositive … , Andhik,
is attending
the lecture.
a. Right now
b. Happily
c. Because
of the time
d. M
y
frien
d
After making and collecting the assets needed, a
dataset of English questions and answers has been
collected. The English questions taken were grammar
questions. The questions are obtained from several
sources such as the TOEFL questions in the TOEFL
book and on sites about learning English grammar.
Examples of questions and answers to be used are
shown in Table 1. These questions and answer keys
are taken from the author of Deborah Phillips' book
entitled "Longman Complete Course For the TOEFL
Test" which is often used by Tutoring Institutions as
a TOEFL study guide.
2. Implementation Stage
This game-based application development uses the
Unity game engine with the C # programming
language. The database used is SQLite so that it can
be planted directly on the device. The implementation
of this game will have fighting gameplay that is
inserted with English Grammar questions. In the
game, users are asked to answer existing questions in
order to fight against their enemies. If the question the
user answers is correct, the character's attack power
will increase. On the other hand, if the questions are
answered incorrectly, the character strength will
decrease. Figure 2 shows the general flow of the game
applied to the application.
Figure 2: The general flow of the game.
3. Testing Phase
After the game development has been completed, the
game will be subjected to unit testing or unit testing
to find out whether the system is running smoothly or
not. If the system is running normally, it will then be
tested on the user to get feedback.
4 RESULT AND DISCUSSION
In this study, after carrying out the implementation,
testing was carried out to obtain results and
conclusions. This test focuses on testing the
performance of the system that is built and focuses on
the feedback provided by the user. So that in this
study, several testing scenarios were carried out so
that the results obtained were relevant to this research.
In addition, after obtaining the test results, a
discussion is also conducted regarding the advantages
and disadvantages compared to other research or
applications.
The test scenario consists of 2 types, namely unit
tests and user tests. For the first one a unit test will be
carried out. Unit test is a system per unit test where to
find out whether the unit or feature can run properly
or not. An example of a game display interface is
shown in Figure 3 until Figure 6.
Figure 3: Interface of main menu.
Developing English Grammar Learning Application based on Gamification
1227
Figure 4: Interface of level difficulty.
Figure 5: Interface of battle gameplay.
Figure 6: Interface of battle result.
Figure 3 until Figure 6 shows that game-based
applications can run smoothly. So that the unit test is
deemed sufficient. Furthermore, user testing is
carried out to find out the feedback from users
regarding this game that has been built. Tests were
carried out by 27 users who had ages 21-25. The value
provided by the user is from the number 1 to 10. This
score was categorize by design application element
and education element. After the user give us the
feedback, the results are averaged in order to get the
final score.
During testing, we asked 27 users several
questions to find out how the performance of this
developed application was. Some questions concern
the application design, namely reusability, user
interface, gameplay while the educational elements
include the questions displayed, the difficulty level,
and the variety of questions. The average results of
this test are shown in Table 2.
Table 2: Feedback score from users.
Qualit
y
Characteristic
Avera
g
e
Design Application 7,38
Education Element 7,83
Average 7,60
Table 2 shows that the value obtained from the
game application design elements has an average
value of 7.38. This indicates that the game-based
application has been accepted by the user. However,
this result is still not getting enough interest from
users. Based on questions and answers from users, the
application that is built can still be improved
regarding its UI and UX to make it more attractive.
In addition, the results for educational materials
scored 7.83. This means that the material
implemented in the game application has received a
positive response from users. However, this score
could still be improved if the questions given were
more varied and more graded. According to the
Questions and Answers, the questions given were too
simple and less challenging. So that furthermore, it is
also necessary to add questions related to English
grammar from easy to difficult levels.
The average value of 7.60 shown also means that
the game application has been accepted by the user.
However, based on the analysis received, this game
application is still not suitable for publication on the
marketplace. So that the main advice given by users
is to improve this game application to make it even
more interesting.
However, even though the feedback is shown like
that, user responses also give appreciation that the
application being developed is a good idea as a form
of innovation. Hope in the future, this game-based
application can become a real product that can
combine elements of education and elements of
entertainment into one. So that users who play it don't
feel bored to continue learning through the
application.
From the results of this study, there are several
advantages and disadvantages that can be identified.
For advantage, this research is an alternative that can
be implemented to assist the education sector in a
more interactive way. When compared to ordinary
learning applications on the marketplace, these
learning applications are still monotonous. But with
this research, it can be an alternative and solution to
solve these problems. On the other hand, for case
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studies of learning English, a lot of application has
not implemented the game elements in the
application. In addition, this research or this
application built not only in desktop platform but also
in mobile platform which is show in Figure 7 and
Figure 8.
Figure 7: Interface of game level in android device.
Figure 8: Interface of battle result in Android device.
On the other hand, this research also has some
disadvantages. One of them is that the developers or
researchers are working harder in developing the
application. This is because the abilities that must be
considered are not only about the learning application
but also the game media. Of course this makes the
development of this application take longer than
standard applications. In addition, regarding the
results of the implementation, this research is still
considered to be less conclusive compared to studies
related to educational games. In terms of complexity,
this study still looks very simple compared to other
studies. On the other hand, this study was only tested
on 27 users. So that in the future this research can be
improved and developed to make this research has
better result.
4 CONCLUSIONS
The conclusions obtained from this study include the
development of English grammar learning
applications that can be implemented smoothly on
desktop and mobile systems. The feedback provided
by the user also shows good and acceptable results.
Besides that, the application that was built can also
help users to learn English grammar in different ways.
The next development for this research is to increase
the complexity of the game system so that it is more
diverse and has more content. In addition, increase
the number of English grammar questions in order to
make the questions more varied.
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