English Picture-Guessing Educational Game App for Elementary School Children
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English vocabulary learning in elementary schools is still dominated by monotonous memorization methods, leading to low motivation and retention. This study aims to design, build, and test an Android-based picture-guessing game that integrates progressive reveal mechanics, audio cues, and local visual content themed around animals to enhance vocabulary mastery for 1st–3rd grade students. The development follows the Waterfall model, encompassing requirements analysis, system design, implementation, and Black Box functional testing. The test results confirm that all core features registration, login, instant answer validation with feedback, scoring and point deduction, real-time leaderboards, progress saving, and animal sound playback operate optimally according to specifications. The application successfully integrates principles of the Cognitive Theory of Multimedia Learning and Self-Determination Theory through gamification elements that support user competence, autonomy, and relatedness. The study concludes that the application is a feasible and effective interactive learning medium to address low motivation, weak visual associations, and the lack of relevant cultural content in Indonesian children's English learning.
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