Designing irregular verb game as teaching tool for learning irregular verbs

Ari Rifaldi, Bilal Qureshi, Eni Rosnija


This research aimed to validate the authenticity and usefulness of Irregular Verb Game as a teaching tool in learning past tense irregular verbs in English language class. This research involved an English teacher and students of grade eight at SMPN 3 Salatiga, Kabupaten Sambas. The research method was development which consists of three phases: analyzing, designing, and developing. For the analysis phase, the researcher used interview sheets to obtain the data that highlights teacher and students’ needs in teaching and learning. The design phase focused on designing the contents and layout of the product. The development phase generated the product, tried it out, and got teacher’s validation by using assessment rubric. The first part of the result of this research was a complete design of the product. The layout of the design had 3 main parts: intro, inside house, and outside house. The contents included a visual dictionary, pronunciation function, and simple quizzes. The second part of the result was the teacher’s validation for the product. The percentage of teachers’ validation for the product’s effectiveness was 94.44%. Based on this data, the researchers ensured that Irregular Verb Game can be used as a teaching tool to teach irregular verbs in the form of past tense for eighth grade students of Junior High School.


Irregular Verb; Irregular Verb Game; Teaching Media

Full Text:



Adams, A. S. (2013). Needs met through role-playing games: A fantasy theme analysis of dungeons & dragons. Kaleidoscope, 70-71.

Arsyad, A. (2009). Media Pembelajaran. Jakarta: Rajawali Pers.

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Athens: Springer.

Given, L. M. (2008). The Sage encyclopedia of qualitative research methods. Los Angeles: Sage Publications.

Ismail, A. (2009). Education Games. Yogyakarta: Pro-U Media.

Kapp, K. (2016). Game element: Fantasy. Retrieved April 25, 2021, from

Kay, M. (2007, March 16). Rubric for Evaluating Sacramento State. Retrieved from Sacramento State: edgamesrubric.html

Megawati, F. (2016). Android Based Educational Game in Indonesian TEYL. The 63rd TEFLIN International Conference 2016, 662-668.

Mulyono, P. J., Ikhsanudin, I., & Salam, U. (2016). Designing English and Science Game in Android as Teaching Material to Support CLIL Approach. Jurnal Pendidikan dan Pembelajaran Khatulistiwa, 5(7)., 1-18.

Niarti, A., Ikhsanudin, I., & Wardah, W. (2016). Improving Student’s Vocabulary through Guessing Games Technique in Descriptive Text in Speaking. Jurnal Pendidikan dan Pembelajaran Khatulistiwa,5(12), 1-10.

Richey, R. C. & Klein, J. D. (2007). Design and development research: Methods, strategies, and issues. Mahwah: Lawrence Erlbaum Associates.

Puspitaloka, N., Hasanah, U., & Rahmawati, I. (2017). English Vocabularies Enrichment Through “Hello English” Android Based Education Game for Young Learners Classroom. The 2nd TEYLIN International Conference Proceedings, 140-148.

Walker, H. (2013). Establishing Content Validity of an Evaluation Rubric for Mobile Technology Applications Utilizing The DELPHI Method. Baltimore: Maryland.



  • There are currently no refbacks.

Copyright (c) 2022 by the authors

License URL:

JOURNAL OF ENGLISH LANGUAGE TEACHING INNOVATIONS AND MATERIALS (JELTIM) is published by the Language Center of Universitas Tanjungpura in collaboration the with the English Language Teaching Materials (ELTeaM) association  [Download MoU]. The publication of this journal is indexed by Arjuna (Sinta-2)Google Scholar, ROAD, Garuda, Scilit, Crossref, Research Gate, Copernicus, and Dimensions


Creative Commons License

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

View My Stats