EMOTION, Monopoly-like Game to Improve English

EMOTION, Monopoly-like Game
to Improve English
UNAIR NEWS – EMOTION or English Monopoli Education was the
idea of Dia Kurnia Dewi and Hanifah Puspita Sari. The idea was
aimed to improve English for the people in this archipelago.
The idea came from an awareness in the importance of English
in global era especially Indonesia is in MEA.
Two best friends in their fourth semester tried to create an
interesting media to learn English. EMOTION, their work which
got second place in Archipelago Essay Competition held by
Universitas Patimura Ambon was similar with monopoly game, but
the media and how to play it was different.
“EMOTION is an English learning media which adopt monopoly
game, eventhough it is seen simple, Emotion has the advantage
to improve the players’ speaking skill in English,” said Dia
Kurnia Dewi.
Interviewed in UNAIR NEWS office, both of them explained how
to play EMOTION. First rule, this game can be played by 3-5
players and 1 guide and the players are represented by an
EMOTION figurines. The players in turns roll the dices.
Interestingly, the number showed can be added, reduced,
divided or multiplied. From the results, the players stop in a
box, and they take cards with the same color of the box.
Dia Kurnia Dewi (left) and Hanifah Puspita Sari (right) after
being named as the second place in Archipelago Essay
Competition in Universitas Patimura Ambon (Photo: Special)
“Each color represents a category, red is nationalism, green
is culture, pink is music, blue is opinion and purple is
habit,” said Hanifah Puspitasari.
When UNAIR NEWS team tried to play, both explained that if a
player stops in a box on lifebuoy or air balloon, then the
player has an opportunity to choose any cards. Then if a
player stops on Java or Sumatera Island, the player can open
the Dictionary of Emotion or just ask the guide if there is a
question or sentences they do not understand. In the game, the
winners are decided by first two players who can answer five
different category questions correctly.
“If until finish line the players cannot answer all five
questions correctly, then the game goes on. But if there is a
winner, the first and the second winners of Emotion game
deserve the Honorable Mention pins,” said Hanif.
When asked about the game development in the future, both
creators said that the game will be used for the disadvantaged
children in Surabaya, and later developed for greater scope.
“We never thought about making profits, hopefully this small
contribution can make changes and used to serve in the society
as well as for learning media for communities or student
organization which focused on learning,” they said. (*)
Author : Nuri Hermawan