scholarly journals APLIKASI PRODUK BOARD GAME ‘HOOTANIA’ SEBAGAI UPAYA MENINGKATKAN MINAT BACA PADA ANAK

2021 ◽  
Vol 3 (02) ◽  
pp. 11-16
Author(s):  
Tiphanny Aurumajeda ◽  
Martiyadi Nurhidayat
Keyword(s):  

Membaca adalah dasar dari ilmu yang perlu kita perhatikan banyaknya program dari Lembaga pemerintahan tentang budaya literasi di sekolah ataupun di masyarakat, akan tetapi yang perlu diperhatikan adalah masih sangat kurang budaya membaca. Efektifitas penerapan dalam kebiasaan budaya membaca adalah sejak dini yang di terapkan oleh orang tua dan guru. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus dan pencarian data dengan teknik user center designed dengan tahapan alur analisis, desain, evaluasi dan implementasi . Maka hasil yang diberikan berupa project base produk boardgame ’Hootania’ yang memiliki indicator ketercapaian mampu membaca, mengenal hewan, mengenal warna, dan berhitung disudut visualisasi produk ini mengkedapankan pendekatan user pada umur 4 hingga 6 tahun. Luaran hasil produk mampu mengatasi permasalahan pengenalan membaca kepada peserta didik.

2018 ◽  
Author(s):  
Katherine Bollinger ◽  
◽  
Chadwick Baker ◽  
Falih Ahmad ◽  
John Ventura ◽  
...  
Keyword(s):  

2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Author(s):  
Ji Soon Kang ◽  
Jung Ae Kim ◽  
Eun Sook Jeong
Keyword(s):  

Author(s):  
Anthony Hope
Keyword(s):  

‘If love were the only thing, I would follow you-in rags if need be ... But is love the only thing?’ Anthony Hope's The Prisoner of Zenda is a swashbuckling adventure set in Ruritania, a mythical pocket kingdom. Englishman Rudolf Rassendyll closely resembles the King of Ruritania, and to foil a coup by his rival to the throne, he is persuaded to impersonate him for a day. However, Rassendyll's role becomes more complicated when the real king is kidnapped, and he falls for the lovely Princess Flavia. Although the story is set in the near past, Ruritania is a semi-feudal land in which a strong sword arm can carry the day, and Rassendyll and his allies fight to rescue the king. But if he succeeds, our hero and Flavia will have to choose between love and honour. As Nicholas Daly's introduction outlines, this thrilling tale inspired not only stage and screen adaptations, but also place names, and even a popular board game. A whole new subgenre of ‘Ruritanian romances’ followed, though no imitation managed to capture the charm, exuberance, and sheer storytelling power of Hope's classic tale.


Author(s):  
Hsiu-Yueh Liu ◽  
Ping-Ho Chen ◽  
Wun-Jyun Chen ◽  
Shan-Shan Huang ◽  
Jen-Hao Chen ◽  
...  

An oral hygiene board game was designed as an intervention tool and applied to explore the effectiveness for the oral health related knowledge (OHK) score and plaque index (PI) of adults with intellectual disability (ID). This one-group pre/post-test design study was conducted in a residential long-term care facility for 42 participants. The study had one pre-test (baseline) and three post-tests evaluated in both control and intervention stages, respectively. The participants participated in a 60-min oral hygiene board game twice a week during the intervention stage. Total OHK score and PI of the participants were recorded to determine the effectiveness of intervention. There were no differences in OHK score and PI between the two stages at baseline. The results in intervention stage demonstrated a significant gradual increase and reduction in the OHK score when compared with the control stage. A statistically significant improvement in the OHK score and PI (42.29% and −33.28%, respectively) at the end of intervention between two stages was recorded. This study proved a board game is deemed an effective education method applicable to promote the OHK and skills of ID adults.


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