Because of this, many game developers and
researchers use games for specific purposes as well as
entertainment media. One topic that is popular among
researchers is about utilizing the latest technology,
games, and education (Andhik Ampuh Yunanto,
2021). Many recent studies have reported the benefits
of educational computer-based games in promoting
student motivation to learn. Digital game-based
learning has been considered a very potential issue
among various approaches in the development of
learning technology (Yunanto, Herumurti,
Kuswadayan, Hariadi, & Rochimah, Design and
Implementation of Educational Game to Improve
Arithmetic Abilities for Children, 2019). In addition,
games currently being developed also apply modern
technologies such as artificial intelligence (Yunanto,
Herumurti, Kuswadayan, & Rochimah, Intelligent
System for Agent in Educational Game Using
Dynamic Gram Similarity, 2018), computational
intelligence (Herumurti, Kuswardayan, Khotimah,
Yunanto, & Yusuf, 2019), text processing (Yunanto,
Herumurti, Rochimah, & Kuswardayan, 2019),
virtual reality (Herumurti, Yuniarti, Rimawan, &
Yunanto, 2019 ), and game simulation (Kuswadayan,
et al., 2019).
Since the era of globalization launched by the
world, especially for ASEAN, interactions between
countries have become more open and freer. For this
reason, the ability of foreign languages such as
English is one of the abilities that must be owned by
everyone, especially young people. However, based
on existing surveys, the English language skills
possessed by most students are still very minimal and
lacking.
This can be seen from the TOEFL test results that
have been followed by students where the scores
obtained tend to be below standard. For example, a
survey shows that 70% of new students score below
477. Not only that, not a few final year students also
have difficulty completing the judicial requirements
due to the failure of the TOEFL test. So that most
students fail to graduate for that reason. This is a very
basic problem and must be resolved in Indonesia
immediately.
From the description above shows that currently
an effective and efficient learning approach is needed
to teach English education to students in order to face
the era of globalization. Therefore, this study builds a
game-based learning approach. This research focuses
on developing game-based English grammar learning
applications. This study aims to improve the user's
ability to master English grammar in a more fun way.
This research is also useful for students in helping to
do the TOEFL test, especially for grammar material.
2 LITERATURE REVIEW
2.1 Gamification
From 2010 until now, a new trend called gamification
has emerged. Gamification can be defined as the use
of game design elements to motivate player behavior
in a non-game context (Deterding, 2011). According
to Dominguez, gamification is the act of combining
game elements into non-game software applications
to improve user experience and engagement
(Dominguez, et al., 2013). Gamification has been
implemented in many different domains in recent
years in an effort to improve the work and
performance of developers in their daily development
tasks (Hugos, 2012). Gartner Corporation predicts
that more than 50% of organizations will undertake a
process of innovation towards games as gamification
that provides accelerated feedback, clear objectives
and challenging tasks by 2015 (Gartner, Inc., 2011).
According to the Bureau, gamification has some
elements common to the theory of learning behaviors
such as positive help or support, small or simple tasks,
prompt feedback, and progressive challenges (Biro,
2014). Education-based gamification also
implements the use of a game rule system such as
player experiences and cultural roles that are used to
shape student behavior (Sua & Cheng, 2013).
3 METHOD
This research has several phase including the design
phase, implementation phase, and testing phase.
1. Design Phase
The design stage includes the process of preparing the
materials needed to build the application. One of the
things needed to build a game-based application is an
asset. Figure 1 shows the assets used in the study.
Besides these assets, there are other assets such as
backgrounds, objects, and so on
Figure 1: Character Assets.