Daftar Isi:
  • The English language is an international language used as a communication tool all over the world. This fact makes English a mandatory language to understand by everyone and is learned ever since elementary school. However, the limited number of teachers and shortage of supplementary factors such as books, modules, and activity pages for students causes uneven English learning in Indonesia. Due to the previous statements, a game application that can be used by children learning English is created. The game is used as a learning media that is not dull due to its images, colorful text, and music that may create a relaxing and happy effect. This game is not only for play, but has several learning materials slipped into it. With the rapid growth of technology causing almost every child to own a personal gadget, data gathering is done using the wilcoxon method which compares two related samples. The first sample is the student grade obtained from manual testing, while the second sample is the student grade obtained from using the GuessGame application running on a gadget. The obtained research results from manual and computer testing is H0 accepted. This means that the student grade obtained from testing with the GuessGame application is higher than students who were tested manually. In addition, testing using a first manual testing and second manual testing, as well as using a first computer testing and second computer testing, had the same results which was H0 rejected. This means that there is no data difference from the two samples even though these samples were tested more than once.