authors design the game called Mandamonik. This
game consists of 3 parts: 1. Puzzle Games, 2.
Memory Game; 3. Word Crosshairs Game. Due to
time limitations, this game is only played by 32
students consisting of 15 students from Harapan
Kasih and 18 students from Immanuel. The study
was conducted from September 2016 until April
2017.
3 MOBILE LEARNING
3.1 Mobile Learning
The phenomenon of iPhone or Android phone users
is increasingly widespread, and it is not surprising
among educators. This has spawned mobile learning
(often called "M-Learning"). Language educators are
interested in the process of learning a language using
an application on a mobile phone (Jones RG, 2011).
The use of mobile phones in vocabulary learning
(abbreviated as VL) is more acceptable for language
learning. Several studies have been conducted on the
effects of Mobile-assisted language learning
(MALL) on vocabulary learning. The teaching
process has grown rapidly, and many scientists have
the same opinion on the role of mobile phones in
VL. Technology, in general, has a positive effect on
VL (Afzali P, Shabani S, Basir Z and Ramazani M,
2017). Research on the advantages and
disadvantages of students using the tablet devices
(iPad 2 only) in the assignments of English video
product was also done in Japan. The study also
examines students' perceptions when they use tablet
devices to see if they can make it a tool for learning
(Brown M, 2012). Research on the benefits,
challenges, and hindrances of mobile learning to
support teaching and learning was also done.
The study shows that M-Learning as distance
learning brings great benefits to society including
the learning that can be done anytime and anywhere
(Mehdipour Y, Zerehkafi H, 2013). Mobile-based
learning is one of the learning alternatives that can
be implemented for smart students who need a
unique approach (Ying Y, Mursitama TN, Oktriono
K and Abbas BS, 2017). Learning will be more
comprehensive if accompanied by game learning
because learning through the game makes the
learning process more enjoyable for the students.
Game-based learning models have been developed
and become the solutions (Ying Y, Mursitama TN,
Lin X and Yetty, 2017). The function of the phone
as a language learning tool and the students'
opinions after the mobile learning experience of 24
adult learners show the phone as an alternative
source for adult learners to learn vocabulary and to
meet the special needs of adult learners who need
more flexible time and place in learning (Hu Z N,
2013). The use of iPads for the English learners in
Japan shows some benefits such as speed in viewing
English video (Brown M, Castellano J, Hughes E
and Worth A, 2012). Mobile phone usage in creating
an out-of-class learning experience makes students
interested in learning by the method that explores
the mobile learning experience with their own
mobile devices (Kim D, Rueckert D, Kim DJ and
Seo D, 2013 ).
3.2 Game based Learning
Game-based learning is a trend that has been
implemented in many ways including workplace
training, education, and social media (Pho A,
Dinscore A, 2015). Research on the effectiveness of
Digital Game Basic Learning (DGBL) shows that
the game design should contain more specific game
elements to be more interesting. (AnissaA, Elena P,
Nuñez C and Jan V L, 2016). Learning through
experience is often more efficient than learning in
class. The trick is to provide the learning experience
needed to respond to the current challenges, i.e. to
use games in education. Innovative education, such
as learning-based games, is considered the most
appropriate (Pivec M, Dziabenko O, 2004). Using
mobile games in education by combining places and
active learning is great fun. The effect of a mobile
city game called Frequency 1550, developed by The
Waag Society to help students in the first year of
secondary education to study the history of
Amsterdam in the Middle Ages. After being
observed, the students who played the game got
more knowledge about the Amsterdam in the Middle
Ages. This shows that the location-based technology
and game-based learning have an impact on students'
knowledge and motivation (Jantina H, Admiral W,
Akmerman S and Dam GT, 2009).
4 MANDAMONIK APPLICATION
4.1 Survey Results before
Mandamonik Application Design
Before designing a Mandarin learning game called
"Mandamonik", first the survey of smartphone usage
was conducted towards 129 students in grade 1-6
elementary school in Jakarta. From the survey