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Assessing the Compatibility of Non-Language Learning Games for Language Education: Development of the FUN (Functionality-Usability-Normality) Framework Novianni Anggraini; SF Luthfie Arguby Purnomo; Arina Rohmatika
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.8461

Abstract

The increasing integration of digital games into informal language learning has highlighted the potential of commercial, non-language-learning games as supplementary pedagogical tools. However, educators lack a systematic framework to evaluate their compatibility with language learning objectives, particularly in genre-based instruction. This study addresses this gap by developing a practical evaluative framework for selecting suitable games. A qualitative design was employed using a Focus Group Discussion (FGD) involving eight experts in game-based learning, game design, and applied linguistics. Data were collected through a structured online discussion and analyzed using Spradley’s developmental research sequence, including domain, taxonomy, componential, and cultural theme analysis, guided by theories of game functionality, genre-based pedagogy, ergodic texts, and gamification. The analysis resulted in the development of the FUN framework, consisting of three dimensions: Functionality, Usability, and Normality. Functionality examines the alignment between game genres and targeted text genres through interpretive, explorative, and configurative user functions. Usability addresses platform accessibility and learner familiarity, influencing implementation feasibility. Normality evaluates socio-cultural appropriateness and potential distractions. These dimensions are operationalized into a compatibility rubric with three levels: compatible, appropriate, and discordant. The FUN framework provides a structured and practical tool for educators to evaluate and integrate commercial games into language learning contexts. While conceptually robust, the framework requires further empirical validation in classroom settings. Future research should examine its effectiveness in improving instructional decision-making and learning outcomes.
An Analysis of Grammar Proficiency among Early-Level Learners of English Education Program at UIN Raden Mas Said Surakarta Using Statistical Methods Eftanastarini, Indah; Anggraini, Novianni
Bulletin of Pedagogical Research Vol. 6 No. 1 (2026): Bulletin of Pedagogical Research
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bpr.v6i1.2249

Abstract

The purpose of this study was to analyze the level of grammatical understanding, to identify common grammatical errors made by learners of the English Language Education Study Program at the UIN Raden Mas Said Surakarta at early-level, as seen from statistical analysis, and to examine the factors influencing learners’ grammatical errors. This study used mix method to analyze the data. The sample of the study was 72 learners of English Education Program, Faculty of Adab and Language, UIN Raden Mas Said Surakarta. The results showed that the level of grammar understanding at early-level learners of English Education Program at UIN Raden Mas Said Surakarta was sufficient level. From the analysis results it was found that learners often made errors in the adjective component (2.93), adverb (2.90), and action adverb (2.79). There are four factors that influence grammar mastery, namely motivation, learning strategies and study habits, lecturers’ teaching methods, and learning environment and academic support.