Accredited by National Journal Accreditation (ARJUNA) Managed by Ministry of Research. Technology, and Higher Education. Republic Indonesia with Second Grade (Peringkat 2. Sinta . since year 2017 to 2021 according to the decree No. 10/E/KPT/2019. Published online on the journalAos webpage: http://jurnal. RESTI journal (System Engineering and Information Technolog. Vol. 4 No. ISSN Electronic Media: 2580-0760 English Edugame Application for Childhood base on Android Dony Novaliendry1. Sisca Andriani2 Program Pendidikan Teknik Informatika. Fakultas Teknik. Universitas Negeri Padang. Indonesia Jurusan Teknik Elektronika. Fakultas Teknik. Universitas Negeri Padang. Indonesia novaliendry@ft. id, 2andrianisisca32@gmail. Abstract Education games is a learning activity with the game. The goals can hone and activate the brain. Children are more able to apply arithmetic with play compared to without playing. Play and child is an inseparable unity. Play activities carried out children and childrenAos activities always indicate play activities. In childhood the comprehension is very high, more activities a child does, the ability to remember will also be higher. There are several factors make it difficult for children to recite and remember the object, color around them, it is less interested in the media used. Childhood always follows the rhyme of its at an early age, language development is very important, because at this age it is a sensitive period for The English language is the International language. English language for children starts from introducing vocabulary that is closest to the child, the goals to make it easier for children to remember. One way to maximal comprehension by giving learning fun involves learning with the game. The research resulted in an English game application based on android. In this application, there are education and game features. The education features an exciting good and gets the sound from the lesson that is available. Game features available are guessed pictures, guess sounds, and puzzles. The purpose of English edugame application to teach children vocabulary of English and make children not bored to learn. Keywords: English, edugame, android, application, children A 2020 RESTI Journal Introduction interesting and creative. Technology advances can assist and facilitate in various ways, especially learning. Knowledge and technology at the present time developing very well. Technology brings people to In childhood comprehension is very high, can be seen broaden thinking, build creativity for creating new in Table 1 percentage remembering abilities of Technology is very important for human life. Technology is one of the supporting human progress. Table 1. Percentage of children's ability to remember One technology that is currently growing very rapidly Given the ability of Percentage is mainly based on Android smartphones. Android From being seen widely used at this time among children, adolescents From being heard and adults. From seen and heard From being seen, heard, and done Android is an operating system based on Linux and open source is designed for touch screens mobile From the table above it can be concluded that with devices such as smartphones and tablets that are useful more and more activities done by children, the ability as a liaison between users and hardware. Android to remember also higher. One of the lessons that can provides a platform for developers for free or maximize comprehension that is by providing available. interesting learning by learning with games. Smartphone into smart tools that have many Education game is game with a medium of learning capabilities for two-way communication, multimedia that is expected to increase quickly understanding upon ability, and education. The world of education because it's supported by interesting games and makes today's increasingly sophisticated, the implementation children active. is to create a conducive learning atmosphere. Accepted by editor: 19-01-2020 | Final Revision: 17-02-2020 | Online Publication : 20-20-2020 Dony Novaliendri. Sisca Andriani RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Games aimed at education can be used as one of the Listening educationAos media has a pattern of learning by doing. These initial stages starting from a short, easy words Users are required to learn to be able to solve problems heard as "yes" or "no". Speaking Games can help the development of the brain to improve concentration and practice to solve the At this stage, starting from a few words, to encourage problems properly and quickly, in the game has a children to speak in simple sentences such as "sit, problem that requires the user to complete quickly and come, kiss". Reading The first opinion about a play by Plato that children more easily understand arithmetic when taught by play. There are two methods at this stage that whole At the time Plato taught arithmetic addition, language Approuche and phonic subtraction, multiplication and using apples to each Writing The counting activity can be better understood The most difficult stages, in learning English there are when done while playing with apples. many rules used. Piaget said the cognitive development of kindergarten children are moving from the pre-operational phase to At an early age is a sensitive period for language the concrete operational phrase. Concrete thinking is learning, children easily forget and difficult to based on experience and things. A good learning remember caused by unattractive media factors that process in children who are in the concrete operational make children easily bored. with the development of phase that is through objects, learning to remember the this, edugame children can learn English characteristics. Cognitive- This edugame application is designed to help to Development Theory of Jean Piaget, also revealed the increase children's English vocabulary and can make it play can integrate the function of the right and left easier for children to learn and speak English. This hemispheres of the brain are balanced. Cognitive edugame application is designed to help to increase abilities can also be called the intellect or ability a child children's English vocabulary and can make it easier for to think and observe. children to learn and speak English. One way to The power of thought is built early because the maximize the power of capture is by giving fun absorption of a child's brain is very good at the age of learning by involving learning with games. 1-5 years. Children find it difficult to memorize objects, colors around them. One of the factors is that 2. Research Method children are easily forgotten because of less interested Making English edugame applications using the and motivated children from a parent, teacher, and waterfall method. This sequential or sequential surrounding area. software development starts with analysis, design. The world of children is for playing. Children play coding, and testing. Development with this model is the when singing, digging int the ground, and follow result of adaptation from hardware development something they saw. Playing like running, throwing the because at that time there was no methodology for ball, climbing, thinking activities like a puzzle and developing other devices. remember songs. Child and play are inseparable, always playing activities done by children for children and activities always show play. Play and children are very closely related. The principle of learning in early childhood education is to learn while playing. At an early is a sensitive period for children. At an early age, language development is very important. The Indonesian language is the mother of language and the English language is the Internation language. English is very important in the current era of science. English should be taught early on with good comprehension for children to learn English. In Indonesia, the Introduction of English for children begins with the closest vocabulary, so that children can easily remember it. Figure 1. Waterfall method The flow of this research starts with the analysis of Learning English at an early age is done in stages. With system requirements and then continues with the design the method of translating word for word. The stages of process with the needs of software design. This stage learning English for early childhood. RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Dony Novaliendri. Sisca Andriani RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 produces a document called software requirements. analysis of the system can find out the problems and Which will be used by programmers to do system constraints contained in English edugame applications. making activities. After the application is finished, the Analysis of Problem and Solution design is continued with coding and testing. Performed by a programmer who will translate the transaction Fishbone is a diagram that is used as a tool to help requested by the user. Continued with the testing phase, analyze and explain the steps of ideas on a problem. this stage is the final stage in conducting analysis. Fishbone theory is a technique for solving many design, and coding. problems in the causality method. Analysis system System analysis is the first stage in research that has a purpose to provide understanding as a system requirement and describe the processes contained in the system that will produce output by user needs. Analysis specifications developed, this analysis will produce software interfaces and other system elements, and determine software system boundaries. In the Figure 2. Fishbone diagram analysis of the problem Aspects of the factors supporting the occurrence of Use case diagrams are graphical depictions of some or these problems are the media factor, technologies, all actors, use cases, and interactions between methods, and human resources. components that introduce a system that is built . Use-case diagrams explain the benefits of a system when viewed according to the views of people outside Result and Discussion the system. This diagram shows the functionality of a System Planning system or class and how the system interacts with the The system designer is illustrating the activity or outside world. activities, devise, create detailed sketches or arrangement of several separate elements into a unified Figure 3. Use case diagram of edugame application RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Dony Novaliendri. Sisca Andriani RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 On application edugame android-based English language page begins splash screen, later continued the home page, on this page the user can see the whole of the available services applied. In figure 2, we can see there are two actors that user and designer. Designers tasked to upload the application menu. Users are actors that interact directly with the application. The actor entered the initial view of the application is the application page splash screen, and loading will temporarily go directly to the home page there are two pages, the following are explanations of each menu Use case education page Figure 5. Home page. Education Page On the menu, these educational actors choose education Education page is a page that displays several page which the actor will learn first after the actor click one view education, like education for fruit, education for animal, and education for professions. of education, then the application will display the English language from the menu that actors choose and there is a button alphabet to choose the actors and on the button, the button will eject the volume. Use case game page In the game menu featuring a selection of games that can be selected by the actor to play, the game provided picture guessing game, puzzle and guess the sound. Design Interface Interface design is the look of the system seen by the Figure 6. Education page Page Splash screen Page of Education Fruit Splash screen page is the page to see the application logo that lasted for 6 seconds and on page splashscreen Education page displaying English pieces of fruit sequence according to the alphabet. Page navigation produce interesting sounds. buttons are educational pieces that can scroll to select the alphabet of maca fruit, and when clicked on the alphabet will display a variety of fruit that originated in accordance with the selected alphabet. In the page education fruit there are button home to return to the home, and a buttonAos book to return to the book page of Figure 4. Splashscreen page. Home Page Home page displays the main menu of the application, there are 2 menus, namely education and game menu. Figure 7. Page of education fruit. RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Dony Novaliendri. Sisca Andriani RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Education of algorithm ButtonSuara. setOnClickListener. ew View. OnClickListener() { @Override public void onClick(View . { // TODO Auto-generate method stub to the home, and a buttonAos book to return to the book page of education. TampilGambar. setBackgroundResource(R. TampilGambar. startAnimation. nimScal. start(). }). ButtonSuara1. setOnClickListener. ew View. OnClickListener() { @Override public void onClick(View . { // TODO Auto-generate method stub TampilGambar. setBackgroundResource(R. TampilGambar. startAnimation. nimScal. start(). }). Figure 9. Page of profession education Page of Game In the game, there are 3 options page interesting game related to the education provided in the educational menu, like a game of guess sound, game puzzle, and game of guess image. This is a program on the education page that display the sounds of the button chosen by user. Page of Education Animal Animal education displaying English from animals that sequence according to the alphabet. There are also animal education page navigation buttons that can Figure 10. Page of game scroll to select the alphabet of these kinds of animals, and when clicked on the alphabet will feature a wide variety of animals that originated by the selected Page of Guess Sound In the page education animal, there is a On the page there is a sound guessing game game buttonAos home to return to the home, and a buttonAos featuring voice and actor chose the answer read out by book to return to the book page of education. the application, if the answer is correct then it will go to guess the sound afterwards, if one would not guess go to the next sound. Figure 8. Page of animal education Page of Education Profession Figure 11. Page of guess sound Page featuring English education profession of Page of Puzzle professions sequence according to the alphabet. Weather educational profession there are also On the page there is a picture puzzle that has been navigation buttons that can scroll to select the alphabet scrambled, the actor was asked to compose the picture of sorts of professions, and when clicked on the correctly if it is properly structured puzzle game will alphabet will feature a wide range of professions that proceed to the next puzzle. The following Puzzle 3x3, originated bythe selected alphabet. In the page there are 8 pictures neatly stacked to form a complete education profession there are buttonAos home to return picture. RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Dony Novaliendri. Sisca Andriani RESTI Journal (System Engineering and Information Technolog. Vol. 4 No. 187 Ae 192 Conclusion The design of Android-based English edugame applications, users can learn while playing with media that can attract attention. This application displays English from the names of fruits, animals, and professions that are by the alphabet. Users can also learn the introduction of the alphabet through this English applications there are games that can sharpen the brain of a child. This application is used as a medium of learning and playing for children. References