Volarian Game: Engaging EFL Learners’ Vocabulary Learning During the Covid-19 Outbreak

This research aims at developing a Volarian game to engage EFL learners to learn vocabulary during the Covid-19 outbreak. This research was conducted with Research and Development (R&D) and tested in Class Action Research (CAR). Then, the researcher distributes pre-motivation and post-motivation questionnaires to know the students’ engagement in learning vocabulary during study at home before and after using Volarian. In the pre-motivation questionnaire total score indicated a point of 1036. The number 1036 is in the strongly disagree and disagree score range which means that student engagement in learning vocabulary during study at home is low. However, in a post-motivation questionnaire result, a total score indicated a point of 1853. The number 1853 is in the agree and strongly agree score range which means that after the student using Volarian can engage them to learn vocabulary during study at home. Accordingly, based on the recapitulation of pre-motivation and post-motivation questionnaires show that the results of field-testing by using CAR (Class Action Research) method prove that there is an engagement of students in learning vocabulary during distance learning before and after using Volarian. Rizqiana, Volarian Game: Engaging .


INTRODUCTION
The Education Law 20 of 2003 defines education as an effort to create an atmosphere and the learning process so the learners can improve their ability to have the spiritual strength of religion, morality, self-control, good personality, intelligence, and skills required by themselves, community, nation and for the country. Education is something that cannot be separated in human life because education plays a significant role in the country's development. If there is no education for the community then a country will be left behind by other countries because education affects all aspects including economy, culture and technology (Johan and Harlan, 2014, p. 53).
Meanwhile, a vocabulary is a crucial tool for mastering language elements because vocabulary is to understand speaking and written form (Viera, 2017, p. 90).
Vocabulary defines as a starting point and the core of language complexities in learning a new language (Basuki et al., 2018, p. 17). Vocabulary will help learners master four skill languages that include listening, reading, speaking and writing (Aisyah, 2017, p. 294). Therefore, if the learner's vocabulary knowledge is weak, the ability to understand and express himself will be limited (Susanto, 2017, p. 182). Unfortunately, has quickly infected millions of people around the world (Sackey and Barfi, 2021, p. 32). Covid-19 or Coronavirus disease is a pneumonia from Wuhan China and nowadays is classify as Severe Acute Respiratory Syndrome Coronavirus 2 or SARS-CoV-2 (Singh, 2020, p. 1). Then, to prevent the spread of the coronavirus a social distancing must implement (Mukti and Basuki, 2020, p. 82). Social distancing is a reduction in the intensity of social interaction between individuals in which direct physical contact between humans is restricted (Herdina, 2020, p. 93 However, during student study from home, there are some problem faced by student of STKIP PGRI TRENGGALEK such as lack of student motivation, lack of media and creativity, the availability of insufficient internet network access and buy internet quotas is a burden to the college students while holding online learning during the coronavirus pandemic. Therefore, motivation is needed for students. During pandemic students need motivation. Motivation has an important role in learning because it is related to student's achievement in learning (Subakhtiasih and Putri, 2020, p. 127). Motivation is showing enthusiasm to do favorable behaviors such as language learning (Basuki, 2016, p. 44). Thus, motivation is important for a student in learning achievement during covid-19 because it is an impulse that makes them achieve a goal such as learning the language.
In response to student motivation, Mobile games are an excellent way to create motivation in learning a new language (Elaish et al., 2019, p. 1). Mobile games significantly increase students' learning motivation then compared to traditional learning strategies (Gamlo, 2019, p. 50). Mobile games as a games designed for a cell phone device, such as feature phones, smartphones, portable media player, pocket PCs, PDA, and tablet PCs (Nuryati and Prasetya, 2015, p. 1).
Hence, considering about students' motivation in learning vocabulary during study at home, this research tries to answer the question of research problem "How is Volarian game developed to engage the student's learning vocabulary at home during Covid-19 outbreak?"

RESEARCH METHOD
This research was conducted with Research and Development (R&D) and tested in Class Action Research (CAR). Educational R & D (Research and Development) as one study design for growing educational products, like curriculum, syllabus, textbooks, educational media, and so forth (Basuki, 2018, p. 21). Research and development is an industry-primarily based improvement model to attain new products and methods, after which debate is systematic, evaluated, and refined in step with the standards of effectiveness, quality, and selected requirements (Basuki, 2018, p. 70). Further, this research was tested in Class Action Research (CAR).
Classroom action research (CAR) is a research that begins with a preliminary study after the problem are existing found. Then, next steps are planning, acting, observing and reflecting (Basuki, 2018, p. 48). Here is the following figure shows the product developed. A population is all of society or units of interest; generally, there is not always information for nearly all people in a population (Hanlon and Largest, 2011, p. 7).
Then, to select the subject the researcher uses a purposive sampling. Purposive sampling is originating samples from the population without randomization subject, considering strata or area, but based on a particular objective (Mukti and Basuki,

FINDINGS AND DISCUSSION
This chapter discusses the finding of initial product development, finding of expert validation and finding of field-testing the product

Finding of Initial Product Development
The researcher distributes students' need analysis questionnaire that consist of 25 questions to know the students need to learn vocabulary during distance learning. Then, the researcher get data as follow; maximum score ( Accordingly, From the students' need analysis questionnaire result has been found, a total score indicated a point of 2852. The number 2852 is in the strongly agree and agree score range which means that student agree with the products design developed. Then, as the need of students to learn vocabulary during distance learning has been found. Most students agree that game are needed to engage them in learning vocabulary. Then, most students agree that games must be affordable, have a good appearance, and able to use in offline mode.

Finding of Expert Validation
After the product prototype is developed, the researcher meets experts to get evaluation, suggestions and assessment to have an acceptable product. Then, based on the expert judgment the product is validated in the form as valuing a game color is blue, color combination is purple and green emerald, template is space and school, level game should be 40 levels, font size is 24, the font used in the game should be times new roman and letter area in keyboard must be a capital letter, curriculum, competency standards, content standards, and syllabus is based on curriculum 15 of STKIP PGRI TRENGGALEK, for material organization in chapter 1 discusses words formation, chapter 2 discusses words stalks, chapter 3 and chapter 4 discusses degree of comparison, language used based on students' standard competency, game size is 25 MB, the usages of battery consumption not more than 10% per second and application features must have setting, coin, instruction and feedback.
Here is following figure that shows the characteristics, contents, and features of the product developed.
Finding on student's need analysis

Finding of Product Field-testing
In field-testing products, the researcher conducts Class Action Research to test the effectiveness of the developed product.

Finding of Preliminary Study
In preliminary study the researcher distributes pre-motivation questionnaire that consist of 15 questions to know student condition and motivation during study at home before using Volarian. Then, from premotivation questionnaire result, the researcher get data as follow; maximum score ( Therefore, in preliminary study using a pre-motivation questionnaire, a total score indicated a point of 1036. The number 1036 is in the strongly disagree and disagree score range which that means student engagement in learning vocabulary during study at home is low.

Finding of Planning
The results of research planning the researcher has developed a lesson plan for distance learning (RPPJJ) by applying Volarian. In addition, the researcher has made an instrument to measure the effectiveness and to measure the implementation of teaching and learning activities by implementing a Volarian using an observation sheet instrument and a post-motivation questionnaire. Lastly, the researcher setting up the criteria success of this research is the engagement of the students in learning vocabulary before and after implementation of Volarian game classically which is the total score of questionnaire indicated 1800 points.

Finding of Acting
In this step, the researcher teaches students by using Volarian to develop the research plan before. Then, the results obtained from implementing acting in classroom action research are to test the effectiveness of the developed products during distance learning by implementing Volarian for four meetings. Here is following table of acting

Finding of Reflecting
The  (1853)  Then, in field-testing the researcher conducts CAR (Class Action Research) method to test the effectiveness of this product in the 2nd semester of English Language Education Department of STKIP PGRI Trenggalek in the 2020/2021 academic year. The result in filed-testing shows that most students are excited using this product. It was proven from the result of the observation sheet that they use Volarian to learn vocabulary.
In conclusion, this research has been able to answer the question of research problem "How is Volarian game developed to engage the student's learning vocabulary at home during Covid-19 outbreak?". Moreover, this research has successfully developed Volarian (Vocabulary Learning Application Ninja) game to engage EFL learner's vocabulary learning during the covid-19 outbreak.