Abstract

Teachers of English language in Indonesia are continually challenged to develop innovative and creative ways for students to learn and use the language well for communication. This article reports the researcher’s innovative bilingual (Indonesia–English) picturebook series used for a communicative service program. The books show cute colorful vegetable characters with simple English vocabularies and ways of pronunciation. The books are created to influence students to consume healthy vegetables that contain nutrients and vitamins. Finding that the Z generation are more motivated to learn English using media-related technology, the book idea is developed into a computer game for junior high school students. This article describes: why eighth graders are the target for the game; why digital animation stories are more popular than books; how the Indonesian culture scenes are preserved through the digital animation product; and how the TOEFL-like game software becomes an answer to a creative English classroom.

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