Developing a Minecraft Adventure Map to Support Eleventh Grade Senior High School Students’ Vocabulary Learning

Authors

  • Eka Bilanti Universitas Tanjungpura, Indonesia
  • Endang Susilawati Universitas Tanjungpura, Indonesia
  • Luwandi Suhartono Universitas Tanjungpura, Indonesia
  • Urai Salam Universitas Tanjungpura, Indonesia
  • Yanti Sri Rezeki Universitas Tanjungpura, Indonesia

DOI:

https://doi.org/10.24256/ideas.v10i2.3000

Keywords:

Metaverse, Minecraft, Problem-Based Learning, Vocabulary learning

Abstract

With the rapid development of technology, Indonesia’s Curriculum demands full support of technology in its implementation. As a result, its incorporation into English language teaching and learning becomes inevitable. One of the ways to incorporate technology in education is by using video games. Thus, this study aimed to develop a Minecraft adventure map as a learning media to support eleventh grade senior high school students’ vocabulary learning. To achieve the aim, this research was done by focusing to know how the product was developed, how it looked like, how appropriate the product was, and what the students’ opinions were towards the product. Therefore, the development research with the model of ADDIE by Branch (2009) was used. The research procedures consisted of analyze, design, and develop stages. The participants of this research were the English teachers of eleventh grade in SMA N 1 Pontianak, and the students of XI MIPA II as selected through purposive sampling. The techniques of data collection involved interviews for analyze stage, a questionnaire for internal evaluation, and another questionnaire to know the students’ opinions of the product. The product was made using Minecraft Java Edition version 1.18.2. It was in the form of a Minecraft adventure map that covered relevant topics of English for eleventh grade students. It was also available for PC and mobile devices. To sum up, it was found that the product was strongly appropriate for the target users through internal evaluation. Moreover, the product received positive responses from most of the targets.

Author Biographies

Eka Bilanti, Universitas Tanjungpura

English Education Study Program

Endang Susilawati, Universitas Tanjungpura

English Education Study Program

Luwandi Suhartono, Universitas Tanjungpura

English Education Study Program

Urai Salam, Universitas Tanjungpura

English Education Study Program

Yanti Sri Rezeki, Universitas Tanjungpura

English Education Study Program

References

Alyani, R. F. (2016). Developing writing materials by using genre-based approach. Yogyakarta: Yogyakarta State University. Retrieved from http://eprints.uny.ac.id/29746/1/Rochana%20Fitri%20Alyani_11202244038_skripsi.pdf

Branch, R. M. (2009). Instructional design: The ADDIE approach. Boston, MA: Springer US. https://doi.org/10.1007/978-0-387-09506-6

Codó, E. (2009). Interviews and questionnaires. In L. Wei & M. G. Moyer (Eds.), The Blackwell Guide to Research Methods in Bilingualism and Multilingualism (pp. 158–176). Oxford, UK: Blackwell Publishing Ltd. https://doi.org/10.1002/9781444301120.ch9

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004

Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed). Boston: Pearson.

Edwards, B., Edwards, B. B., Griffiths, S., Reynolds, F. F., Stanford, A., & Woods, M. (2021). The Bryn Celli Ddu Minecraft experience: A workflow and problem-solving case study in the creation of an archaeological reconstruction in Minecraft for cultural heritage education. Journal on Computing and Cultural Heritage, 14(2), 1–16. https://doi.org/10.1145/3427913

Gee, J. P. (2005). What video games have to teach us about learning and literacy. Princeton, N.J.: Recording for the Blind & Dyslexic.

Gozcu, E., & Caganaga, C. K. (2016). The importance of using games in EFL classrooms. Cypriot Journal of Educational Sciences, 11(3), 126. https://doi.org/10.18844/cjes.v11i3.625

Harley, T. A. (2006). The psychology of language: From data to theory (2. ed., reprinted). Hove, East Sussex: Psychology Press.

Hmelo-Silver, C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235–266. https://doi.org/10.1023/B:EDPR.0000034022.16470.f3

Kuhn, J. (2017). Minecraft: Education edition. CALICO Journal, 35(2), 214–223. https://doi.org/10.1558/cj.34600

Lane, H. C., & Yi, S. (2017). Playing with virtual blocks: Minecraft as a learning environment for practice and research. In Cognitive Development in Digital Contexts (pp. 145–166). Elsevier. https://doi.org/10.1016/B978-0-12-809481-5.00007-9

Malik, R. S. (2018). Educational challenges in 21st century and sustainable development. Journal of Sustainable Development Education and Research, 2(1), 9. https://doi.org/10.17509/jsder.v2i1.12266

Mellati, M., & Khademi, M. (2019). Technology-based education: Challenges of blended education technology. In Advanced Online Education and Training Technologies (pp. 48–62). IGI Global. Retrieved from http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7010-3

Minecraft Wiki. (2021). Minecraft. Retrieved from Minecraft Wiki website: https://minecraft.gamepedia.com/Minecraft_Wiki

Moore, M. (2020). On a theory of independent study. In Routledge Revivals. Distance education: International perspectives (1st ed., p. 445). London: Routledge, Taylor & Francis Group.

Naibaho, L. (2019). The effectiveness of independent learning method on students’ speaking achievement at Christian University of Indonesia Jakarta. Asian EFL Journal, 23(6), 142–154.

Narin, N. G. (2021). A content analysis of the metaverse articles. Journal of Metaverse, 1(1), 17–24.

Rao, C. S. (2018). English spelling and pronunciation—A brief study. Journal of Research Schoolar and Professionals of English Language Teaching, 2(5), 1–10.

Richards, J. C., & Rodgers, T. S. (2001). Approaches and methods in language teaching (2. ed., 13. print). Cambridge: Cambridge Univ. Press.

Richey, R., & Klein, J. D. (2007). Design and development research: Methods, strategies, and issues. New York, NY: Routledge.

Schmitt, N. (2008). Review article: Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329–363.

Thompson, C. G., & von Gillern, S. (2020). Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis. Educational Research Review, 30, 100332. https://doi.org/10.1016/j.edurev.2020.100332

Uusi-Mäkelä, M. (2015). Learning English in Minecraft: A case study on language competences and classroom practices. Tempere ; Finland: University of Tampere.

Young, S. S. C., & Wang, Y. H. (2014). The game embedded CALL system to facilitate English vocabulary acquisition and pronunciation. Educational Technology & Society, 17(3), 239–251.

Zou, D., Huang, Y., & Xie, H. (2021). Digital game-based vocabulary learning: Where are we and where are we going? Computer Assisted Language Learning, 34(5–6), 751–777. https://doi.org/10.1080/09588221.2019.1640745

Downloads

Published

2022-12-28

Citation Check