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 |
| 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: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1495452 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1495452 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gleaming English Game for Youth, an Android-Based Game for English Literacy Improvement: Research and Development – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au 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>) – Name: TitleSource Label: Source Group: Src 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. – Name: Avail Label: Availability Group: Avail 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/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 12 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su 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> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2089-9823<br />2302-9277 – Name: Abstract Label: Abstract Group: Ab 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1495452 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1495452 |
| RecordInfo | BibRecord: BibEntity: 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 Type: general – 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 Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Hesty Puspita Sari – PersonEntity: Name: NameFull: Yusniarsi Primasari – PersonEntity: Name: NameFull: Supriyono – PersonEntity: Name: NameFull: Dwi Ima Herminingsih IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 2089-9823 – Type: issn-electronic Value: 2302-9277 Numbering: – Type: volume Value: 20 – Type: issue Value: 1 Titles: – TitleFull: Journal of Education and Learning (EduLearn) Type: main |
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