The Development of the Eco-Tense Game Book: A Non-Digital Game-Based Grammar Learning Media for Economics Students in South Papua
DOI:
https://doi.org/10.46870/lets.v7i2.2072Keywords:
Educational Media Development, Economics Students, Eco-Tense Game Book, English For Specific Purposes (ESP), Grammar InstructionAbstract
This study explores the preferences, potential opportunities, and challenges associated with the implementation of AI in English language instruction in higher education. Mix method was adopted in this study, by using a questionnaire and semi-structure interview to collect data. 15 English lecturers with approximately 5-10 years of teaching experiences involved in the sample, and 5 of them were interviewed. The result shows that preferences in AI-Implemented English teaching within higher education are multifaceted. Lecturers often prefer AI systems that seamlessly augment their teaching methodologies rather than replace them. Additionally, preferences also extend to the number of AI tools, such as ChatGPT, ELSA Speak, smalltool.ai, paraphrase.io, and language generation systems, etc., being prominent choices. Furthermore, AI transforms English language teaching by personalizing student learning, providing modern teaching and learning tools, delivering timely and objective performance feedback, accelerating core literacy skills, creating immersive virtual reality simulations, and enhancing language acquisition. However, these potential opportunities must be balanced against challenges like cost, data security, and the potential dehumanization of education. As AI continues to evolve, a thoughtful and adaptable approach to its implementation is paramount to harness its full potential while preserving the integrity of higher education.
References
Adys, H. P., Adys, H. P., & Usman, M. (2025). Enhancing ESP reading comprehension through context clues and digital strategies. Edu Cendikia: Jurnal Ilmiah Kependidikan, 5(2). https://doi.org/10.47709/educendikia.v5i02.6916
Agustus, F. S., Andoko, D., Muniasari, Savitri, M., Maharani, Nurisnaeny, C., Setiawati, P., Batara, M., & Heny. (2025). Strengthening the Papua steering committee strategy: Reducing instability for accelerated development in Papua, Indonesia. Social Sciences & Humanities Open, 11. https://doi.org/10.1016/j.ssaho.2025.101413
Apolonio, J. A. (2021). Needs analysis, challenges, and teaching strategies in English grammar learning [Doctoral dissertation, Lyceum of the Philippines University]. https://files.eric.ed.gov/fulltext/ED613630.pdf
Arikunto, S. (2008). Dasar-dasar evaluasi pendidikan (Edisi revisi). Bumi Aksara.
Basturkmen, H. (2025). Core concepts in English for Specific Purposes. Cambridge University Press.
Benchennane, D., & Stambouli, M. (2021). Challenges in English for Specific Purposes: Economics students with speaking deficiencies. Global Journal of Foreign Language Teaching, 11(1). https://doi.org/10.18844/gjflt.v11i1.5215
Bruner, J. (1996). The culture of education. Harvard University Press.
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023). Gamification and Game Based Learning for vocational education and training: A systematic literature review. Education and Information Technologies. https://doi.org/10.1007/s10639-022-11548-w
Damis, W. H., Jabu, B., & Salija, K. (2024). Difficulties in learning English tenses encountered by senior high school students. Phinisi Journal of Art, Humanities, & Social Studies, 4(2).
DeKeyser, R. M. (2007). Introduction: Situating the concept of practice. In Practice in a second language: Perspectives from applied linguistics and cognitive psychology (pp. 1–18). Cambridge University Press. https://doi.org/10.1017/CBO9780511667275.002
Evayani, D. A. M. C. D. (2021). Pengembangan media Game Mission Book untuk meningkatkan motivasi belajar siswa kelas V di SD Gugus II Kecamatan Susut Kabupaten Bangli tahun pelajaran 2020/2021 [Universitas Pendidikan Ganesha]. https://repo.undiksha.ac.id/8794/9/1611031381-LAMPIRAN.pdf
Harwood, M., & Omar, A. R. (2024). Overview of gamified and game-based vocabulary learning in ESP. 9th International Conference Vallis. https://doi.org/10.62598/9thICVA.008
Hu, K., Tang, D., & He, H. (2025). The mediating role of learning engagement in the relationship between master’s students’ learning motivation and scientific research and innovation capability. Frontiers in Education, 10. https://doi.org/10.3389/feduc.2025.1604792
Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of gamification on motivation and academic performance: A systematic review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
Muslimin, M., & Indrawati, R. (2024). Digitalization and education equity in remote areas: Challenges and strategic solutions. Journal of Education Humaniora and Social Sciences (JEHSS), 7(2). https://doi.org/10.34007/jehss.v7i2.2356
Mustakim, M., Musfirah, N., & Jabri, U. (2025). Challenges in grammar learning among EFL students: A case study of an Indonesian University. Seltics Journal: Scope of English Language Teaching, Literature and Linguistics Journal, 8(1). https://doi.org/10.46918/seltics.v8i1.2598
Nassaji, H., & Fotos, S. (2011). Teaching grammar in second language classrooms: Integrating form-focused instruction in communicative context. Routledge.
Oxford, R. L. (2011). Teaching and researching: Language learning strategies. Routledge.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4). https://doi.org/10.1080/00461520.2015.1122533
Plomp, T. (2013). Educational design research: An introduction. In T. Plomp & N. Nieveen (Eds.), Educational design research. Netherlands Institute for Curriculum Development (SLO).
Prasetio, A., Anggadwita, G., & Pasaribu, R. D. (2021). Digital learning challenge in Indonesia. In Advances in educational technologies and instructional design (pp. 56–71). IGI Global. https://doi.org/10.4018/978-1-7998-4972-8.ch004
Richards, J. C. (2006). Communicative language teaching today. Cambridge University Press.
Simbolon, T. N. (2025). Exploring non-digital gamification in English education: Insights from a middle school study. Journal of English Language and Education, 10(1). https://doi.org/10.31004/jele.v10i1.669
Smith, C. S. (2007). Tense and temporal interpretation. Lingua, 117(2). https://doi.org/10.1016/j.lingua.2004.10.005
Sugiyono. (2015). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif, dan R & D. Alfabeta.
Sweller, J. (2011). Cognitive load theory. In Psychology of learning and motivation (pp. 37–76). Elsevier Academic Press. https://doi.org/10.1016/B978-0-12-387691-1.00002-8
Villacis, M. A. B., Gualpa, S. C. G., Sandoval, D. J. D. la V., & García, M. R. A. (2025). Use of low-cost educational technologies to enhance English language learning. Revista Ciencia Innovadora, 3(3). https://doi.org/10.64422/rci.v3n3.2025.67
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
Wicaksana, M. F., Sari, N. K., & Alfiana, N. (2025). Assessing the impact of Game-Based Learning through TikTok on English as a Foreign Language (EFL) vocabulary acquisition: An innovative approach to achieving SDG 4. International Conference on Games-Based Learning (ICGBL 2025), 38–52.
Zakaria, A., & Zakaria, N. Y. K. (2025). The impact of digital game-based learning tools on motivation, engagement, and performance in language education: A systematic literature review. International Journal of Academic Research in Progressive Education and Development, 14(1). https://doi.org/10.6007/ijarped/v14-i1/24954
Zimmerman, B. J. (2022). Becoming a self-regulated learner: An overview. Theory Into Practice, 41(2). https://doi.org/10.1207/s15430421tip4102_2
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Sri Ananda Pertiwi, Najdah T.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.









