首页    期刊浏览 2024年11月24日 星期日
登录注册

文章基本信息

  • 标题:Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten
  • 本地全文:下载
  • 作者:Gabriel Indra Widi Tamtama ; Paulus Suryanto ; Suyoto Suyoto
  • 期刊名称:International Journal of Engineering Pedagogy
  • 电子版ISSN:2192-4880
  • 出版年度:2020
  • 卷号:10
  • 期号:1
  • 页码:150-162
  • DOI:10.3991/ijep.v10i1.11551
  • 出版社:International Society for Engineering Education (IGIP) in cooperation with Kassel University Press GmbH
  • 摘要:English is essential for children because it is an international language that is al-ways used in various fields, both in the world of work, education, economics, and social. One method of learning for children is by playing while learning. Gamification in the field of education is an educational approach to motivate stu-dents to enjoy learning by applying the game design. The purpose of this study is to approach the learning of English, specifically for children in kindergarten schools so that children will be more interested and feel happy to continue learning. The gamification method uses a mobile phone-based application with video games. Gamification in question is an English language recognition game for children with games. The introduction of English includes three categories, namely numbers, pictures, and spelling. The result is a mobile-based application that can be used by children to play the introduction of English with the concept of gamification. With the existence of gamification, the conception of children who were initially afraid to learn English became brave and more confident. The contribution given through this paper is to motivate children's willingness to learn English through other learning methods, namely gamification. Make children feel comfortable and not afraid to learn new things, especially English.
  • 关键词:Gamification; Mobile learning; kindergarten
国家哲学社会科学文献中心版权所有