1
Designing English Education Game Application for Early
Childhood
L. Albion
1
, M. R. Kaira
1
, Tatan Tawami
1,
*, D. A. Fairuz
1
, Hanhan Maulana
2
1
Universitas Komputer Indonesia, Bandung, Indonesia
2
Japan Advanced Institute of Science and Technology, Japan
Correspondence: E-mail: tatan.tawami@email.unikom.ac.id
A B S T R A C T S A R T I C L E I N F O
This research aims to design a game app design that can help
increase children's interest in learning English. The research
method used descriptive qualitative by looking at early
childhood learning during this pandemic, especially learning
English, with additional data from literature studies. The
system development method uses the waterfall method
consisting of five stages: Requirement Analysis, Design,
Implementation, Testing, Maintenance, and object approach
method with tools such as use case, activity diagram, and
interface design to produce an orderly system. The design of
the game application is named GUTHEWORDS. It is expected
to help increase children's interest in learning English to
guess vocabulary such as animal names and numbers in
English to help improve teaching success by making the
teaching method fun and interesting for children. Through
the implementation of learning through this game, it is
expected to make it easier for children to learn to read,
remember and hear some vocabulary in English well, also
expected to explore the potential, creativity, and interest of
children in learning English.
Article History:
Received 2 Mar 2021
Revised 9 Apr 2021
Accepted 11 Apr 2021
Available online 22 Apr 2021
____________________
Keyword:
English,
Education,
Games,
Childhood,
Pandemic
ASEAN Journal of Science and
Engineering Education
Journal homepage: http://ejournal.upi.edu/index.php/AJSEE/
ASEAN Journal of Science and Engineering Education 1(2) (2021) 117-124
© 2021 Universitas Pendidikan Indonesia