scholarly journals Developing A Digital Learning Game as a Medium for Cultural Enrichment on Descriptive Text

Author(s):  
Reny Crisdiana

This study is aimed to develop a digital learning game as a medium to enrich students’ insight about their local culture embedded in descriptive text material. Adapting “system approach” model designed by Dick and Carey, this study employed need analysis, material development and formative evaluation as steps to develop the product. The need analysis was conducted by analyzing the documents, administering questionnaires to the students and interviewing the teachers. The material development was done by designing blueprint of the product’s content, pictures and sound in the computer applications. The formative evaluation consisted of the theoretical validation and empirical validation. The result of the theoretical validation was classified into four categorizes involving multimedia, language content, cultural and pedagogical aspect. The multimedia validator graded the most criteria of the game’s design and layout in a very good scale. The language content validator graded the most criteria of the learning game’s content in balance between “very good” and “good” scale. The cultural aspect had been validated by the natives of mentioned places, consisting of a native of Java, Bali and Flores. Lastly, the pedagogical aspect was validated by two teachers who taught seventh grade and eighth grade at SMPN 26 Surabaya. Both teachers graded the digital learning game in a “very good” scale. Those final scales obtained after some revisions from validators had been finished. The result of empirical validation was obtained from the tryout of the product to fifteen students of SMPN 26 Surabaya. The result of the empirical validation showed that the students have positive responds to the developed learning game. It was concluded from the most scales given by the students including “very good” and “good” scale for the mentioned criteria. In conclusion, the digital learning game has met its final product to be used by the students to learn culture for descriptive text material.

2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

The present study explores how gender, ethnicity, and performance-based perceived competence impact students’ learning, performance, and enjoyment from playing a digital STEM learning game. We had 199 9th-11th grade students play a 2D digital STEM learning game across six science classes. Based on the results of demographic surveys, matched pretests and posttests, and satisfaction questionnaires, we found no interaction between gender and ethnicity for performance-based perceived competence, performance, and enjoyment. We found a significant difference between males and females in performance-based perceived competence and in-game performance both favoring males over females. Among ethnic groups, we found a significant difference with in-game performance favoring White and Hispanic students over Black/African American students. However, the differences in gender and in ethnicity were insignificant once we controlled for both perceived competence and pretest scores. This supports the idea that neither race nor gender truly influence one’s ability to perform in digital learning games.


2017 ◽  
Vol 11 (1) ◽  
pp. 111
Author(s):  
Fitrawati Fitrawati ◽  
Witri Oktavia

This article presents a part of a study conducted to develop multimedia based teaching material for Grammar 3. It aims at describing needs and problems of students in learning Grammar 3 through a descriptive study. The data were gathered from the questionnaires distributed to the students who have taken Grammar 3 course. The result of the research conveys that 1) there is a gap between the objective of Grammar 3 course and the students’ achievement in the class, 2) students get the problems in understanding Grammar 3 due to inappropriate teaching materials used in teaching and learning process, and 3) the students need a multimedia based teaching materials to improve their understanding and achievement in Grammar 3 course.Key words/phrases:teaching material development, multimedia, need analysis, Grammar 3 APAKAH MAHASISWA MEMBUTUHKAN MATERI AJAR GRAMMAR 3 BERBASIS MULTIMEDIA?AbstrakArtikel ini merupakan salah satu bagian dari rangkaian penelitian pengembangan materi ajar Grammar 3 berbasis multimedia. Penelitian deskrptif ini bertujuan untuk mendeskripsikan masalah dan kebutuhan mahasiswa terhadap materi Grammar 3. Oleh karena itu, data dikumpulkan melalui kuesioner yang disebar kepada seluruh mahasiswa yang telah mengambil mata kuliah Grammar 3. Hasil penelitian menunjukan bahwa 1) adanya ketimpangan antara tujuan pembelajaran Grammar 3 dan kemampuan yang dikuasai mahasiswa; 2) mahasiswa mengalami kesulitan dalam memahami materi Grammar 3 karena kurang memadainya materi yang digunakan dalam proses belajar dan mengajar; dan 3) mahasiswa membutuhkan materi ajar berbasis multimedia yang dapat membantu meningkatkan pemahaman dan kemampuan mereka pada materi Grammar 3.Kata Kunci/frase: pengembangan materi ajar, multimedia, analisis kebutuhan, Grammar 3


Author(s):  
Lia Safitri

This article aimed to review the development of English Tourism subject by involving local wisdom. This article discusses about the definition of material development, the principles in material development and need analysis for material development. It also defined local wisdom as one the points in material development. The next discussion explains about the procedures of material development and discusses material development for English Tourism subject based on the local wisdom. Based on the review, this article also gives recommendations how to involve local wisdom in material development and how to develop meaningful material for English Tourism subject.   Keywords: material development, local wisdom, English for Tourism


Author(s):  
Suprayogi Suprayogi ◽  
Pranoto Budi Eko

Currently, studies on English for Tourism course mainly focuses on need analysis and material development. A few studies highlight the teaching methods for successful learning of the course. This study discusses the implementation of virtual exhibition simulation as a project based learning in the course of English for Tourism enrolled by students of tertiary education majoring English Literature. It aims at revealing the learning process as well as revealing the opportunities and challenges of the activity. Five lecturers are selected as the subject of the study. The data collected through semi structured interview and further qualitatively analysed by seeing the common and unique features. The findings suggest that the implementation of virtual exhibition project should be followed by lecturers’ teaching strategies in the step of preparation, rehearsal and exhibition in order to achieve learning objectives. Despite the technical challenge on internet connection and students’ reluctance that lecturers should cope with, this activity is seen as an alternative method that reflect contextual learning and give students English learning opportunity through intensive interaction and creativity.


Author(s):  
Grant Van Eaton ◽  
Douglas B Clark ◽  
Pratim Sengupta

As digital games and simulations become more commonplace in educational settings, it is important to document and analyze the way such digital learning environments merge with the traditional discourses and spaces of classroom-based learning environments. The current study contributes toward this goal by analyzing a representative transcript from a veteran traditional teacher's discussion with her class about the Newtonian relationships at the heart of a digital learning game she has integrated into her physics curriculum. This article presents an interaction analysis of the material, virtual, and abstract spaces employed and navigated across by the teacher to clarify common challenges as well as opportunities. The authors then analyze subsequent transcripts of student-teacher interactions for evidence of impact on student learning and understanding.


2018 ◽  
Vol 4 (2) ◽  
pp. 199-220
Author(s):  
Muhammad Lukman Syafii ◽  
Rohfin Andria Gestanti

The purpose of this research was to develop an EFL course book for the first semester learners at the Islamic junior high school in Indonesia. The material development includes some procedures of need analysis, material development, expert validation, material revision, try-out and final revision. Based on the results of questionnaires distributed to 106-second graders, the interviews done to the teachers and field notes taken from a document of the syllabus, this research revealed that most of the students and English teachers require English instructional materials embracing religious and general knowledge. After validated by the experts and tried-out to the students, this research finally produced English materials that were supplemented by a teacher’s guide, student’s worksheets and a CD containing listening materials.


Author(s):  
Pejman Sajjadi ◽  
Olga De Troyer

Empirical research that draws a framework on how the theory of MI could be incorporated in (learning) games is non-existent. Furthermore, the theory of MI fits well into the concept of individualization, as it distinguishes between individuals in terms of their abilities. In light of this, the chapter reports on the first evidence-based set of mappings between this theory and fundamental constructs of games known as mechanics. These mappings can be utilized by designers in the individualization paradigm of player-centered game design as guidelines on what mechanics to include in their design when targeting an audience with specific MI profiles. Such individualization can potentially positively affect the game experience of players while establishing the proper frame for affecting learning. As such, these mappings, available in form of a recommendation tool, act as guidelines on how to design (learning) games while considering the intelligences of the target audience.


2017 ◽  
Vol 1 (2) ◽  
pp. 64
Author(s):  
Komang Gede Suardiyasa

This present study was a research and development (R&D) which concerned in; identifying the kinds of vocabulary were appropriate to be developed as Guessing Game (GG) for teaching vocabulary to the fifth grade of students of SD Negeri 5 Kubutambahan, analyzing the quality of the developed Guessing Game (GG) for teaching vocabulary to the fifth grade of students of SD Negeri 5 Kubutambahan. This study followed the R&D design proposed by Dick and Carey (2005). This design involves: need analysis, instructional analysis, learner and learning environment, performance objectives, assessment rubric, story board, design and develop, formative evaluation, revision and final product. The subjects of the study were students of fifth grade and the teacher of SD Negeri 5 Kubutambahan. the data were collected through observation, questionnaire, interview, document review and expert judgment. The result of the study shows that: (1) there were four guessing games have been developed with four different themes which were aimed to be used as a media for teaching vocabulary to the first semester of 5th grade students. Those guessing game were designed based on the criteria of English syllabus of school based curriculum for the first semester of 5th grade students and also based on criteria of educational app by Lee & Cherner (2015). The final of the guessing game were presented into CD and a manual guide book for teacher. (2) the overall quality of the developed guessing game from the judgment of experts was categorized as excellent (2.73). 


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