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THE DEVELOPMENT OF “THE NERA ENGLISH” ANDROID-BASED

GAME AS AN ENGLISH VOCABULARY LEARNING MEDIA FOR


YOUNG LEARNER

By :
Ria Kurniati
NIM. 2088203022

Thesis Proposal Written to Partially Fulfill the Requirements


to Obtain a Bachelor of Education Degree in
English Education Study ProgramC

ENGLISH EDUCATION STUDY PROGRAM


STKIP PGRI PACITAN
2023
BAB 1
INTRODUCTION

A. Background

English is an international language that plays an important role in many aspects of life,
especially in the field of education. During the developmental stages of childhood, the process of
learning English becomes important in establishing a solid foundation of communication. In this
context, the importance of creating interesting and effective learning methods for children is
emphasized. English may not be the most widely used language in the world, but it is the official
language of 53,444 countries and is spoken by about 400 million people around the world.
English is not just the ability to communicate with native English speakers, it is also the second
most popular language in the world (Aziza, 2020) . The importance of mastering English from
an early age has become the focus of attention among teachers. Young learners who believe in
the ability of digital literacy tools that help them understand texts or messages experience
multimodal literacies (Mudra, n.d.) . Young learners at this age have the ability to absorb
information and learn well, so using attractive and interactive methods is very important.

The pandemic phase experienced by students over the last few years has brought a
number of additional challenges to the learning process. Social distancing and lockdowns mean
that students have to rely on technology as their primary means of learning. After the COVID-19
pandemic was declared, children's normal lives were disrupted, resulting in an educational
emergency on an unprecedented scale (Reuge et al., 2021). This results in delays in the English
learning process, so that only a few students are able to master the language well. The COVID-
19 pandemic has also had a negative impact on students, where they have become addicted to
computer games, especially gadget-based online games. Many students suffer from gaming
addiction, spending hours on end in digital games without adequate supervision. This is a
concern because, in the early years of their development, they show instability, high curiosity,
and contribute to the development of consumer behavior in children (Thesia, 2022). This has the
potential to destroy the balance between learning and entertainment and disrupt their cognitive
development.

English plays a very important role in improving communication skills and global
understanding. A problem that often arises in the use of English, especially for young children, is
low vocabulary mastery. Some teachers face more challenges when teaching English in
elementary schools compared to higher education levels such as junior high schools or
universities (Hery Santosa et al., n.d.) . According to (Abrar, 2016) Teachers who teach English
to young children, especially elementary school students, are more likely to experience problems
or obstacles in delivering the material. The challenges usually lie in the learning elements, such
as the curriculum, learning environment, learning media, and presenting content that is
interesting and easy for young children to understand. Regarding this problem, many researchers
have conducted a lot of research and found many ways to overcome this problem, including
using technology. To overcome this problem, innovation is needed in English language learning
that involves technology, while still prioritizing effective education and appropriate supervision.
(Ahmadi, 2018) argues that as technology becomes part of our daily lives, it is time to rethink the
idea of integrating technology into the curriculum and shift to integrating technology into
teaching to support the learning process.

Inovative steps to support the learning process are required in developing English
language teaching methods that integrate technology while maintaining a focus on effective and
appropriate education and instruction. The utilization of technology to support English language
learning, especially through smartphones, is a fitting choice as smartphones offer various
interactive applications that enable users to learn English more dynamically and engagingly.
(Wang, 2017) acknowledges that the use of mobile applications in the teaching and learning
process provides ideas and has a positive impact, as it can motivate students to learn more
intensively and enhance their understanding of the material. It is important to note that these
programs not only serve as learning tools but also provide enjoyable and engaging learning
experiences, resembling the concept of games. This approach aligns with the understanding that
learning methods that capture attention and are game-based can be effective strategies to
maintain students' interest and involvement, particularly in English language learning. Therefore,
this research attempts to bridge this gap by developing an Android application named "The Nera
English." This program is designed as a vocabulary learning tool for young learners, integrating
gaming elements to enrich their learning experience. (Bakhsh, 2016) states that game-based
approaches have also been recognized as an effective method to prevent boredom in the
classroom. Thus, it is expected that through the development of this application, researchers can
make a substantial contribution to the development of English education for children and create a
learning environment that is not only effective but also engaging for young learners.

The innovative steps can be design and developing an application and researcher design an
innovative application called "The Nera English"; it has been specifically designed to address
various challenges faced by students in enhancing their English vocabulary. The primary
objective of developing this program is not only to expand the vocabulary but also to ensure the
security and sustainability of its usage, so that the program does not result in negative impacts
such as gaming addiction for its users. Researchers hope that through the implementation of "The
Nera English," an effective solution can be provided to enhance students' vocabulary skills while
proactively minimizing the negative effects of technology usage, especially during the pandemic.
The research process encompasses extensive steps, starting from the planning of the application
system, the creation of a quality system, system validation to ensure alignment with learning
needs, system reform based on feedback, and thorough system testing. Through these steps, the
program is expected to become a learning tool that is not only innovative but also effective for
young learners. Further expectations from this research include that the findings and
recommendations obtained will provide practical guidance and significantly promote the
adoption of technology in the educational environment, not only during the pandemic but also in
the future.

B. The Problem Statement

From the background description above, the problem formulation for this research can be
formulated as follows:
1. How to develop the "The Nera English" Android-based game as an English
vocabulary learning media for young learners

2. Is the "The Nera English" application effective as an english vocabulary learning


media for young learners?

3. What is the impact of using the "The Nera English" application in improving English
vocabulary mastery among young grade 5 students at SD N 1 Sumberharjo?

C. Objective of the Research

Based on the problem formulation above, it can be concluded the purpose of this research
is:

1. To develop the application "The Nera English" Android-based Game as English


Vocabulary Learning Media for Young Learners.

2. To test the effectiveness of the application "The Nera English" Android-based Game as
English Vocabulary Learning Media for Young Learners.

3. To determine the impact of the "The Nera English" application on mastering English
vocabulary in young grade 5 students at SD N 1 Sumberharjo.

D. Benefit of the Research

It is hoped that this research will be useful for all parties. Based on the objectives to be
achieved, the benefits that will be obtained are:

a. Theoretical Benefits

Researchers are expected to contribute to the development of theories regarding


the use of technology in children's education. By exploring the use of technology in
English language learning, this research can help develop relevant theoretical concepts in
educational technology.

b. Practical Benefits

1) For Teachers:

a) Improving Teaching Quality: This research can help elementary school


teachers improve the quality of teaching English to young children. By using
the Android application "The Nera English," teachers can provide more
interactive, interesting and effective learning.
b) More Fun Teaching: This app provides a more fun learning approach for
children. Teachers can use AR technology to make English learning more
interactive and entertaining for students, which can increase learning
motivation.
c) Easier Access: Android-based applications allow easier and more flexible
access. Teachers can use it in the classroom or allow students to use the app at
home. This makes it easier to access English language learning outside the
school environment.

2) For students:

a) By mastering English vocabulary through this application, students can


develop their English language skills. This opens up opportunities to
communicate in English with more confidence.
b) The app encourages independent learning, where students can learn in a way
that suits their own pace and learning style.
c) Mastery of English at an early age will help students prepare for further
education and academic success in the future.

3) For researchers:

a) This research can make a positive contribution to early childhood education


and help in the development of innovative learning methods.
b) Researchers can add insight into the development of Android-based learning
applications to increase vocabulary for young learners.
c) This research provides practical experience in developing Android-based
educational applications. This can be of added value for researchers in
understanding the educational software development process.

D. Problem Limitations

Based on the research background and problem identification, the author provides
limitations for discussing the existing problem formulation. Limitations of the problem
as follows:

a. The application developed is a game-based application for young learners, not as a


teaching medium in schools.

b. The scope of this research is general for young learners.

OUTLINE:

1. Importance of English
2. Teaching English
3. Teaching English challenges (makro-mikro). Makro itu misal kurikulum, mikro itu misal
kendala di kelas
4. Challenges itu butuh inovasi
5. The ideal in teaching English
6. Aplikasi
7. Gaps

BIBLIOGRAPHY

Abrar, M. (2016). TEACHING ENGLISH PROBLEMS: AN ANALYSIS OF EFL PRIMARY SCHOOL TEACHERS IN
KUALA TUNGKAL. https://www.researchgate.net/publication/314280291

Ahmadi, Dr. M. R. (2018). The Use of Technology in English Language Learning: A Literature
Review. International Journal of Research in English Education, 3(2), 115–125.
https://doi.org/10.29252/ijree.3.2.115
Aziza, N. (2020). The Importance of English Language. www.researchparks.org
Bakhsh, S. A. (2016). Using Games as a Tool in Teaching Vocabulary to Young Learners. English
Language Teaching, 9(7), 120. https://doi.org/10.5539/elt.v9n7p120
Hery Santosa, M., Putu Surya Pratama, I., & Nyoman Adi Jaya Putra, I. (n.d.). DEVELOPING
ANDROID-BASED ENGLISH VOCABULARY LEARNING MATERIALS FOR PRIMARY
SCHOOL STUDENTS.
Mudra, H. (n.d.). DIGITAL LITERACY AMONG YOUNG LEARNERS: HOW DO EFL
TEACHERS AND LEARNERS VIEW ITS BENEFITS AND BARRIERS? In Teaching English
with Technology (Vol. 20, Issue 3). http://www.tewtjournal.org
Reuge, N., Jenkins, R., Brossard, M., Soobrayan, B., Mizunoya, S., Ackers, J., Jones, L., & Taulo, W.
G. (2021). Education response to COVID 19 pandemic, a special issue proposed by UNICEF:
Editorial review. International Journal of Educational Development, 87.
https://doi.org/10.1016/j.ijedudev.2021.102485
Thesia, P. (2022). The Impact of Gadget Use on Early Childhood at Jayawijaya Education Foundation
Tembagapura School. International Journal of Social Science And Human Research, 05(03).
https://doi.org/10.47191/ijsshr/v5-i3-36
Wang, B.-T. (2017). Designing Mobile Apps for English Vocabulary Learning. International Journal
of Information and Education Technology, 7(4), 279–283.
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