Gleaming English Game for Youth, an Android-Based Game for English Literacy Improvement: Research and Development

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Title: Gleaming English Game for Youth, an Android-Based Game for English Literacy Improvement: Research and Development
Language: English
Authors: Hesty Puspita Sari (ORCID 0000-0002-9913-4337), Yusniarsi Primasari (ORCID 0009-0003-4193-4221), Supriyono (ORCID 0000-0002-4928-2614), Dwi Ima Herminingsih (ORCID 0000-0001-7574-5574)
Source: Journal of Education and Learning (EduLearn). 2026 20(1):485-496.
Availability: Institute of Advanced Engineering and Science. C5 Plumbon, Banguntapan, Yogyakarta, 55198, Indonesia. e-mail: edulearn@uad.ac.id; Web site: http://edulearn.intelektual.org/index.php/EduLearn/
Peer Reviewed: Y
Page Count: 12
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Secondary Education
Descriptors: English (Second Language), Second Language Instruction, Secondary School Students, Literacy, Needs Assessment, Barriers, Educational Technology, Educational Games, Handheld Devices, Game Based Learning, Foreign Countries, Student Needs, Technology Uses in Education, Youth, Secondary School Teachers
Geographic Terms: Indonesia
ISSN: 2089-9823
2302-9277
Abstract: The integration of educational content with interactive technology in the digital age offers a promising avenue to address literacy challenges. This study primarily presents the development of an Android-based game, gleaming English game for youth (GEMOY), aimed at enhancing English literacy among secondary English as a foreign language (EFL) learner. The game is designed to merge engaging gameplay with educational objectives, specifically targeting improvements in English literacy. The research involved 50 secondary EFL learners and 4 teachers in a needs analysis interview, alongside 3 experts for the validation of materials and media. Employing the research and development (R&D) methodology, the study yielded high content validity index (CVI) scores of 0.9 for educational accuracy, 1.0 for relevance, and 0.85 for clarity, indicating strong alignment with educational standards and appropriateness for the target demographic. These validation results highlight GEMOY's potential to substantially support learners by providing an interactive and enjoyable learning experience. The game's capacity to engage students while addressing critical literacy skills suggests it could contribute to more effective learning outcomes and the overall enhancement of language abilities. Future research should focus on expanding the evaluation of GEMOY's effectiveness through empirical studies that assess its impact on actual learning outcomes.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1495452
Database: ERIC
FullText Text:
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  Data: Gleaming English Game for Youth, an Android-Based Game for English Literacy Improvement: Research and Development
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Hesty+Puspita+Sari%22">Hesty Puspita Sari</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-9913-4337">0000-0002-9913-4337</externalLink>)<br /><searchLink fieldCode="AR" term="%22Yusniarsi+Primasari%22">Yusniarsi Primasari</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0003-4193-4221">0009-0003-4193-4221</externalLink>)<br /><searchLink fieldCode="AR" term="%22Supriyono%22">Supriyono</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4928-2614">0000-0002-4928-2614</externalLink>)<br /><searchLink fieldCode="AR" term="%22Dwi+Ima+Herminingsih%22">Dwi Ima Herminingsih</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-7574-5574">0000-0001-7574-5574</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Journal+of+Education+and+Learning+%28EduLearn%29%22"><i>Journal of Education and Learning (EduLearn)</i></searchLink>. 2026 20(1):485-496.
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  Data: Institute of Advanced Engineering and Science. C5 Plumbon, Banguntapan, Yogyakarta, 55198, Indonesia. e-mail: edulearn@uad.ac.id; Web site: http://edulearn.intelektual.org/index.php/EduLearn/
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  Data: Y
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  Data: 12
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  Data: 2026
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  Data: Journal Articles<br />Reports - Research
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  Data: <searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Instruction%22">Second Language Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Secondary+School+Students%22">Secondary School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Literacy%22">Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Needs+Assessment%22">Needs Assessment</searchLink><br /><searchLink fieldCode="DE" term="%22Barriers%22">Barriers</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Handheld+Devices%22">Handheld Devices</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Needs%22">Student Needs</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Youth%22">Youth</searchLink><br /><searchLink fieldCode="DE" term="%22Secondary+School+Teachers%22">Secondary School Teachers</searchLink>
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  Label: Geographic Terms
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  Data: <searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink>
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  Data: 2089-9823<br />2302-9277
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  Label: Abstract
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  Data: The integration of educational content with interactive technology in the digital age offers a promising avenue to address literacy challenges. This study primarily presents the development of an Android-based game, gleaming English game for youth (GEMOY), aimed at enhancing English literacy among secondary English as a foreign language (EFL) learner. The game is designed to merge engaging gameplay with educational objectives, specifically targeting improvements in English literacy. The research involved 50 secondary EFL learners and 4 teachers in a needs analysis interview, alongside 3 experts for the validation of materials and media. Employing the research and development (R&D) methodology, the study yielded high content validity index (CVI) scores of 0.9 for educational accuracy, 1.0 for relevance, and 0.85 for clarity, indicating strong alignment with educational standards and appropriateness for the target demographic. These validation results highlight GEMOY's potential to substantially support learners by providing an interactive and enjoyable learning experience. The game's capacity to engage students while addressing critical literacy skills suggests it could contribute to more effective learning outcomes and the overall enhancement of language abilities. Future research should focus on expanding the evaluation of GEMOY's effectiveness through empirical studies that assess its impact on actual learning outcomes.
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  Data: 2026
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  Data: EJ1495452
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 12
        StartPage: 485
    Subjects:
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Instruction
        Type: general
      – SubjectFull: Secondary School Students
        Type: general
      – SubjectFull: Literacy
        Type: general
      – SubjectFull: Needs Assessment
        Type: general
      – SubjectFull: Barriers
        Type: general
      – SubjectFull: Educational Technology
        Type: general
      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: Handheld Devices
        Type: general
      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Student Needs
        Type: general
      – SubjectFull: Technology Uses in Education
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      – SubjectFull: Youth
        Type: general
      – SubjectFull: Secondary School Teachers
        Type: general
      – SubjectFull: Indonesia
        Type: general
    Titles:
      – TitleFull: Gleaming English Game for Youth, an Android-Based Game for English Literacy Improvement: Research and Development
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            NameFull: Hesty Puspita Sari
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