Hidden Object Game As A Supporting Media For The Introduction Of New Vocanulary

Syarifah F Setiasih Niode, Banung Grahita, Tri Sulistyaningtyas


Teaching and learning new/foreign vocabulary (language) using game must consider the needs and objectives of teaching and learning. Hidden object games are a type of puzzle game that has many educational benefits. The purpose of this study is to analyze hidden object games by formulating how hidden object games can be a stimulate medium for learning vocabulary, formulating elements of vocabulary education in them, and describing the motivation to recognize and increase insight into new/foreign language vocabulary for hidden object game players. The method for analyzing hidden object games as educational media uses the basic element game theory approach by Fullerton which focuses on analysis on the formal and dramatic elements of games for learning purposes. The results of the study show that hidden object games can educate and increase the players' vocabulary knowledge independently, especially the initial level vocabulary, namely receptive types, basic noun word classes. Hidden object games can accommodate vocabulary learning at the pre-teaching stage for beginner levels. However, hidden object games have not been able to maximize their benefits for higher vocabulary educational purposes such as productive vocabulary.

Keywords: Hidden object game; Educational Game; Vocabulary Learning



Hidden Object Game; Game Edukasi; Pembelajaran Kosakata

Full Text:



Aeni, W. A. (2019). BPMPK - Kementerian PendidAntara Game, Pendidikan dan HP (Game Mobile Learning sebagai wacana Pendidikan). https://m-edukasi.kemdikbud.go.id/medukasi/?m1=artikel&kd=3

Astri, L., Khoerudin, E., & Herliawan, L. (2013). HUBUNGAN ANTARA MOTIVASI BELAJAR DAN PENGUASAAN KOSAKATA BAHASA JERMAN. https://adoc.pub/queue/hubungan-antara-motivasi-belajar-dan-penguasaan-kosakata-bah.html

Bai, Z. (2018). An analysis of english vocabulary learning strategies. Journal of Language Teaching and Research, 9(4), 849–855. https://doi.org/10.17507/jltr.0904.24

Carpenter, N. (2021). Video Game Culture Owes a Lot to Hidden Object Games – The History and Evolution of the Genre. VoxMedia Polygon. https://www.polygon.com/features/22708672/hidden-object-games-history-folks-ravenhearst-mystery-case-files

Fatimah, & Masduqi, H. (2021). LEARNING VOCABULARY THROUGH GAMES : A CRITICAL REVIEW. EDUCAFL Journal of Education of English as Foreign Language, 4(2), 64–69. https://doi.org/10.21776/ub.educafl.2021.004.02.02

Ferlazzo, L. (2009). THE BEST “ I SPY ” ( HIDDEN OBJECT ) GAMES FOR VOCABULARY. https://larryferlazzo.edublogs.org/2009/05/10/the-best-i-spy-hidden-object-games-for-vocabulary-development/

Fullerton, T. (2008). Game Design Workshop : A Playcentric Approach to Creating Innovative Games. Elsevier Inc.

Grund, C. K. (2015). How games and game elements facilitate learning and motivation: A literature review. Lecture Notes in Informatics (LNI), Proceedings - Series of the Gesellschaft fur Informatik (GI), 246, 1279–1293.

Haryanto, H., & Lakoro, R. (2012). Game Edukasi “ Evakuator ” Bergenre Puzzle Dengan Gameplay Berbasis Klasifikasi Sebagai SGAME EDUKASI “EVAKUATOR” BERGENRE PUZZLE DENGAN GAMEPLAY BERBASIS KLASIFIKASI SEBAGAI SARANA PENDIDIKAN DALAM MITIGASI BENCANA. Techno.COM, 11(1), 47–54. http://publikasi.dinus.ac.id/index.php/technoc/issue/view/65

Hermawan, D. P., Herumurti, D., & Kuswardayan, I. (2017). Efektivitas Penggunaan Game Edukasi Berjenis Puzzle, RPG dan Puzzle RPG Sebagai Sarana Belajar Matematika. JUTI: Jurnal Ilmiah Teknologi Informasi, 15(2), 195. https://doi.org/10.12962/j24068535.v15i2.a663

Homan, A. (2015). Using hidden object games to support language learning. The University of Vermont Tarrant Institute for Innovative Education. https://tiie.w3.uvm.edu/blog/using-hidden-object-games-to-support-language-learning/

Kalmpourtzis, G. (2018). Educational Game Design Fundamentals: A Journey to Creating Intrinsically Motivating Learning Experiences. In Educational Game Design Fundamentals. https://search.proquest.com/docview/2133997201?accountid=40699

Katemba, C. V. (2022). Vocabulary Enhancement Through Multimedia Learning Among Grade 7th EFL Students. MEXTESOL Journal, 46(1), 0–2.

Katemba, C. V. (2021). Theatrical Performance and English as a Foreign Language Learning. Jurnal Ekspresi Seni: Jurnal Pengetahuan dan Karya Seni, 23. https://doi.org/http://dx.doi.org/10.26887/ekspresi.v23i2.2073

Luthfiyah, E. (2015). Pengembangan Media Game Edukasi Berbasis Adobe Flash CS5 Pada Keterampilan Menulis Bahasa Arab Untuk Siswa Kelas VIIII MTS. http://lib.unnes.ac.id/22665/1/2303411022.pdf

Maritha, E. (2017). The Effectiveness of Picture: An Empirical Evidence in Vocabulary Mastery. Journal of English Teaching, 3(3), 163–176.

Marpaung, M. S. (2021). Animation and Video in Improving Open Words Vocabulary. Jurnal Ekspresi Seni Jurnal Ilmu Pengetahuan dan Karya Seni, 23.

Michalewicz, Z., Michalewicz, M., & Melbourne, H. P. (2009). Puzzle Based Learning An introduction to critical thinking , mathematics , and problem solving (Vol. 2, Nomor 2008). Hybrid Pub.

Phillips, M. (2016). The Effects of Visual Vocabulary Strategies on Vocabulary Knowledge. Marshall University.

Rantika, P., Pudjiati, D., Megawati, & ... (2019). Meningkatkan Penguasaan Kosakata Siswa melalui Game Spelling Bee. Prosiding Seminar Nasional Pendidikan STKIP Kusuma Negara, 2004, 1–6. http://jurnal.stkipkusumanegara.ac.id/index.php/semnara2019/article/view/329

Riannatta Adellin, Chen Tet Khuan, L. D. G. (2019). Conceptual Framework Puzzle Game with High Replayability. International conference on computer vision and machine learning. https://doi.org/10.1088/1742-6596/1228/1/012070

Richards, J. C., & Renadya, W. A. (2002). Methodology_in_Language_Teaching_2002_scanned.pdf (hal. 1–432).

Sadoski, M. (2005). A Dual Coding View of Vocabulary Learning. Reading and Writing Quarterly, 21(3), 221–238. https://doi.org/10.1080/10573560590949359

Setiawan, A., Praherdhiono, H., & Suthoni, S. (2019). Penggunaan Game Edukasi Digital Sebagai Sarana Pembelajaran Anak Usia Dini. JINOTEP (Jurnal Inovasi dan Teknologi Pembelajaran) Kajian dan Riset dalam Teknologi Pembelajaran, 6(1), 39–44. https://doi.org/10.17977/um031v6i12019p039

Silsüpür, B. (2017). Does Using Language Games Affect Vocabulary Learning in EFL Classes? Journal of Foreign Language Education and Technology, 2(1), 83–104.

Tuan, L. T. (2012). Vocabulary recollection through games. Theory and Practice in Language Studies, 2(2), 257–264. https://doi.org/10.4304/tpls.2.2.257-264


DOI: http://dx.doi.org/10.26887/ekspresi.v25i2.3216


  • There are currently no refbacks.

Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni 

E-ISSN 2580-2208 | P-ISSN: 1412-1662 | DOI: 10.26887/ekspresi 
Website: https://journal.isi-padangpanjang.ac.id/index.php/Ekspresi/index
Email: red.ekspresiseni@gmail.com | Support Contact Email: thegar.risky@gmail.com
Editor in Chief: Dr. Dede Pramayoza | Managing Editor: Saaduddin, M.Sn | Thegar Risky.S.Kom | Tulus Setiawan, S.IIP | Eka Deswira, S.E
Publisher: Lembaga Penelitian Pengabdian Kepada Masyarakat  (LPPM) ISI Padangpanjang
Jalan Bahder Johan, Kota Padangpanjang, Sumatera Barat, Indonesia 27128 | Phone: (0752) 82077 | Fax: (0752) 82803

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