Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution –
Wulandari et al (eds)
© 2021 The Author(s), ISBN 978-1-032-04451-4
Digital board game design for an English vocabulary learning tool
while learning from home
D.K. Aditya, I.N. Kusmayanti, R. Hendryanti & P.F. Alam
Telkom University, Bandung, West Java, Indonesia
ABSTRACT: English language learners often comment that learning English vocabulary is a
challenge due to spelling, pronunciation, parts of speech, and a variety of meanings. Over the
years, using educational games for classroom activities has been a popular and effective way to
teach since it brings fun and relaxation, creates a friendly environment for competition, and keeps
learners interested in learning. Therefore, this research aims to develop a digital learning tool called
SQUARE TALKS!, a digital board game for English vocabulary learning focusing on the design
phase involving language experts, game designers, and software developers. This current research
explores the design phase from the game designers’ perspectives. Qualitative methods are used in
this research since the research does some observations and content analysis for data collecting.
The results of the game development phase covered four aspects: narration, mechanic, aesthetics,
and technology. The digital game prototype is envisioned to be an alternative learning tool to
use game-based learning to assist learners and teachers during the recent COVID-19 pandemic
situation.
Keywords: Digital board game, English vocabulary learning, game-based learning
1 INTRODUCTION
English is important to learn as an international communication language. This makes the teaching
of speaking skills and mastery of vocabulary important to facilitate the communication process.
Most of the students in the world learn English to develop their abilities and proficiency in speaking.
However, this vocabulary learning must be supported by the use of good grammar and pronunciation (Marzban & Firoozjahantigh 2017). The problem that arises is that most students who study
English have difficulty with learning vocabulary (Rohmatillah 2014). Other problems arise from
the vocabulary learning material itself, such as: (1) the difference between written and oral forms of
words; (2) the very large amount of vocabulary; and (3) differences in pronunciation of vocabulary
by native speakers and English as a Foreign Language (EFL) teachers. Seeing this situation, we
need learning instruments that can provide encouragement and motivation in developing the ability
to learn English vocabulary, because vocabulary is the center of language learning (Zimmerman
2012). One learning instrument that can attract the attention of students is to use games, especially
games that are classified as edutainment games. By using the play method, the hope is that students
can hone and improve their vocabulary memorization skills, improve their interaction and communication skills using vocabulary, and at the same time motivate students to learn (Derakhshan &
Davoodi Khatir 2015).
Board games are the media chosen by the research team as a medium for learning English
vocabulary. There are many traditional board games used in order to learn English in fun ways, such
as Scrabble. The first digital prototype developed to teach English numbers to Telkom University
students was SPEAK UP!, a learning media based on Game Based Learning (GBL), a learning
method which uses playing and games as learning media. The learning materials within such a
process and the results have been determined first, before they apply into the game’s gameplay
DOI 10.1201/9781003193241-31
167
Wulandari et al (eds)
© 2021 The Author(s), ISBN 978-1-032-04451-4
Digital board game design for an English vocabulary learning tool
while learning from home
D.K. Aditya, I.N. Kusmayanti, R. Hendryanti & P.F. Alam
Telkom University, Bandung, West Java, Indonesia
ABSTRACT: English language learners often comment that learning English vocabulary is a
challenge due to spelling, pronunciation, parts of speech, and a variety of meanings. Over the
years, using educational games for classroom activities has been a popular and effective way to
teach since it brings fun and relaxation, creates a friendly environment for competition, and keeps
learners interested in learning. Therefore, this research aims to develop a digital learning tool called
SQUARE TALKS!, a digital board game for English vocabulary learning focusing on the design
phase involving language experts, game designers, and software developers. This current research
explores the design phase from the game designers’ perspectives. Qualitative methods are used in
this research since the research does some observations and content analysis for data collecting.
The results of the game development phase covered four aspects: narration, mechanic, aesthetics,
and technology. The digital game prototype is envisioned to be an alternative learning tool to
use game-based learning to assist learners and teachers during the recent COVID-19 pandemic
situation.
Keywords: Digital board game, English vocabulary learning, game-based learning
1 INTRODUCTION
English is important to learn as an international communication language. This makes the teaching
of speaking skills and mastery of vocabulary important to facilitate the communication process.
Most of the students in the world learn English to develop their abilities and proficiency in speaking.
However, this vocabulary learning must be supported by the use of good grammar and pronunciation (Marzban & Firoozjahantigh 2017). The problem that arises is that most students who study
English have difficulty with learning vocabulary (Rohmatillah 2014). Other problems arise from
the vocabulary learning material itself, such as: (1) the difference between written and oral forms of
words; (2) the very large amount of vocabulary; and (3) differences in pronunciation of vocabulary
by native speakers and English as a Foreign Language (EFL) teachers. Seeing this situation, we
need learning instruments that can provide encouragement and motivation in developing the ability
to learn English vocabulary, because vocabulary is the center of language learning (Zimmerman
2012). One learning instrument that can attract the attention of students is to use games, especially
games that are classified as edutainment games. By using the play method, the hope is that students
can hone and improve their vocabulary memorization skills, improve their interaction and communication skills using vocabulary, and at the same time motivate students to learn (Derakhshan &
Davoodi Khatir 2015).
Board games are the media chosen by the research team as a medium for learning English
vocabulary. There are many traditional board games used in order to learn English in fun ways, such
as Scrabble. The first digital prototype developed to teach English numbers to Telkom University
students was SPEAK UP!, a learning media based on Game Based Learning (GBL), a learning
method which uses playing and games as learning media. The learning materials within such a
process and the results have been determined first, before they apply into the game’s gameplay
DOI 10.1201/9781003193241-31
167
