Enhancing English Vocabulary through Game-Based Learning: A Case Study of the Scramword Application

  • Jozua F. Palandi Sekolah Tinggi Informatika & Komputer Indonesia, Indonesia https://orcid.org/0000-0002-3192-6960
  • Zusana E. Pudyastuti Sekolah Tinggi Informatika & Komputer Indonesia, Indonesia
  • Kaleb Molewe Sekolah Tinggi Informatika & Komputer Indonesia, Indonesia

Abstract

English proficiency is an essential requirement for students in the current era of globalization. Consequently, developing innovative and effective learning methods is crucial. The primary objective of this study is to develop an educational game application called Scramword to enhance students' English vocabulary. This research focuses on creating digital learning media that supports improving English language skills by incorporating interactive elements through a word game. Scramword is designed to enrich students' learning experiences enjoyably and engagingly, motivating them to enhance their understanding of English vocabulary. The development of this application integrates existing digital learning theories with game technology to create a platform that is both educational and entertaining. Scramword allows students to learn English at their own pace, actively interact with the material through various difficulty levels and topics, and receive immediate feedback to monitor their progress, providing them with the confidence that they are on the right track. The results of this study are expected to provide new insights into the use of game-based learning media for teaching English. By utilizing Scramword, students can learn the language more effectively while remaining engaged and motivated to continue their learning journey. Additionally, this research aims to contribute to the language education literature by demonstrating creative and innovative integration of technology and pedagogy in language learning.

Keywords: Scramword, Game-based Learning, English Vocabulary, Case Study, Digital Learning

 

Received Date: April 16, 2024
Revised Date: May 26, 2024
Accepted Date: June 21, 2024

Published
2024-06-30
How to Cite
Palandi, J., Pudyastuti, Z., & Molewe, K. (2024). Enhancing English Vocabulary through Game-Based Learning: A Case Study of the Scramword Application. International Journal in Information Technology in Governance, Education and Business, 6(1), 109-121. https://doi.org/https://doi.org/10.32664/ijitgeb.v6i1.141