Perancangan Game Puzzle sebagai Media Pembelajaran Aksara Sunda untuk Remaja

Rendra M. Ridwan, A. Z. Mansoor, I. S. Mustikadara
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引用次数: 4

Abstract

Sunda ethnic group have their own writing system, but because of various events in Indonesia, Sunda script is no longer used. After three centuries, West Java government and Sundanese scholars try to re-introduce the script. But teenagers, as one of potential target for Sundanese script socialization, have limited time learning this script in school, while there is also limited learning media for this script outside the school. To give teenagers a better interaction with Sundanese script, such as seeing, memorizing and writing, there is a need of instructional media for Sundanese script, outside the school. One of the media that can be used for learning purposes is game. Apart from the long history, game also known for the entertainment aspect and have a good impact for learning environment such as learning strategy findings, problem solving capability and intelectual, visual and motoric capability. With the possibilities to combine Sundanese script learning and game, this research designed to create entertaining learning media for students and broader audience, in attractive and fun alphabet learning process, outside the school environment. The Sundanese script game is designed using action research, compiling data from literature review about learning system, educational game, and Sundanese script. Data also contain expert interview about Sundanese script topic. After the required data is processed, learning system that is going to be used is rote learning, while the design frameworks used is intrinsic motivation for instructional environment. Research output is composed with rote learning sytem and puzzle genre, with the consideration of many implementation of language learning using this genre. There is wide range possibilty to using different learning method and different gameplay for the same purpose. This research able to be adapted for other Indonesia traditional writing system such as Batak, Java and other syllabic writing system.
巽他族有自己的文字系统,但由于印度尼西亚的各种事件,巽他文字已不再使用。三个世纪后,西爪哇政府和巽他学者试图重新引入该文字。但青少年作为巽他语社会化的潜在对象之一,在学校学习巽他语的时间有限,而在校外学习巽他语的媒介也有限。为了让青少年更好地与巽他语互动,如看、记、写,需要在学校之外有一个巽他语的教学媒体。游戏是一种可以用于学习目的的媒体。除了悠久的历史,游戏还以娱乐方面而闻名,并对学习环境产生良好的影响,如学习策略发现,解决问题的能力以及智力,视觉和运动能力。本研究通过将巽他语文字学习与游戏相结合的可能性,旨在为学生和更广泛的受众创造有趣的学习媒体,在有吸引力和有趣的字母学习过程中,在学校环境之外。巽他文字游戏采用行动研究的方法,收集了有关学习系统、教育游戏和巽他文字的文献资料。数据中还包含了专家对巽他语话题的采访。在处理所需的数据后,将要使用的学习系统是死记硬背的学习,而使用的设计框架是教学环境的内在动机。研究成果由死记硬背的学习系统和谜题类型组成,并考虑了许多使用这种类型的语言学习的实现。使用不同的学习方法和不同的玩法来达到相同的目的是有很大的可能性的。本研究可适用于印尼其他传统文字系统如巴塔克语、爪哇语等音节文字系统。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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