RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD

The limited mastery of English vocabulary among elementary school students often becomes a barrier to their language learning progress, highlighting the need for engaging and interactive learning media. This study aims to develop an Android-based educational game application named Scramble Letter as an alternative tool to support vocabulary acquisition. The application was developed using Unity with an attractive interface and progressive gameplay consisting of Easy, Medium, and Hard levels. The research employed an experimental approach through observation, functional testing on various Android devices, and questionnaires administered to 21 elementary school students. The results revealed that over 90% of respondents agreed the application increased their learning motivation, enriched vocabulary, and improved spelling comprehension. In addition, functional testing demonstrated that the game operated stably without significant technical issues. These findings indicate that the Scramble Letter game is feasible and effective as a technology-based learning medium to enhance English vocabulary mastery among young learners.

Publication Details

Journal
Jurnal Teknik Informasi dan Komputer (Tekinkom)
Published
2025-06-30
DOI
https://doi.org/10.37600/tekinkom.v8i1.2394
Primary Topic
Geochemistry and Geologic Mapping
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD

Jurnal Teknik Informasi dan Komputer (Tekinkom)
Geochemistry and Geologic Mapping
article

RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD

article en

Abstract

The limited mastery of English vocabulary among elementary school students often becomes a barrier to their language learning progress, highlighting the need for engaging and interactive learning media. This study aims to develop an Android-based educational game application named Scramble Letter as an alternative tool to support vocabulary acquisition. The application was developed using Unity with an attractive interface and progressive gameplay consisting of Easy, Medium, and Hard levels. The research employed an experimental approach through observation, functional testing on various Android devices, and questionnaires administered to 21 elementary school students. The results revealed that over 90% of respondents agreed the application increased their learning motivation, enriched vocabulary, and improved spelling comprehension. In addition, functional testing demonstrated that the game operated stably without significant technical issues. These findings indicate that the Scramble Letter game is feasible and effective as a technology-based learning medium to enhance English vocabulary mastery among young learners.

Jurnal Teknik Informasi dan Komputer (Tekinkom)Vol. 8(1)
Quality Education
Openalex Percentile: Top 33%
Geochemistry and Geologic Mapping
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD · Jurnal Teknik Informasi dan Komputer (Tekinkom) (2025) | TGRS Research Map | TGRS