Developing OCEAN as a Game based on English Learning in teaching Vocabulary

None Afita Dewi Prastiwi, None Maxima Ari Saktiono
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引用次数: 0

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.
基于英语学习的OCEAN游戏在词汇教学中的应用
摘要:本研究是基于英语学习的游戏应用开发研究。本研究的目的是提高学习者的词汇量,减少他们在掌握英语时的焦虑。高职海事学生在词汇记忆方面存在问题,根据需求分析的结果,他们需要一种能够帮助他们轻松学习英语的媒体。该研究遵循了开发游戏应用的一些步骤,即;评估需求分析、绩效目标撰写、教学策略制定、教材开发与选择、形成性评价与总结性评价的实施。本研究以问卷调查与访谈相结合的方法,了解学生在需求分析与评量过程中的反应。OCEAN可以吸引学习者的注意力,减少学习者学习英语的焦虑感。大多数学生都同意,如果游戏能提高他们的积极性,他们就会喜欢玩游戏。这款游戏作为一款教育类游戏的发展产生了良好的影响和反响,尽管还需要一些改进。
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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