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

Reny Crisdiana
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引用次数: 1

Abstract

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.
开发数字学习游戏作为描述性文本文化丰富的媒介
本研究旨在开发一款数字学习游戏作为一种媒介,以丰富学生对当地文化的了解,并将其嵌入描述性文本材料中。本研究采用Dick和Carey设计的“系统方法”模型,采用需求分析、材料开发和形成性评价作为开发产品的步骤。需求分析采用文献分析法、问卷调查法和教师访谈法。材料开发是通过在计算机应用程序中设计产品内容、图片和声音的蓝图来完成的。形成性评价包括理论验证和实证验证。理论验证的结果被分为四类,涉及多媒体、语言内容、文化和教学方面。多媒体验证器对游戏设计和布局的大多数标准进行了很好的评分。语言内容验证器在“非常好”和“好”的尺度之间平衡,对学习游戏内容的大多数标准进行评分。上述地方的土著人,包括爪哇岛、巴厘岛和弗洛雷斯人,已经证实了文化方面的重要性。最后,在泗水第26学校教七年级和八年级的两名教师对教学方面进行了验证。两位老师都对数字学习游戏进行了“非常好”的评分。经过验证者的一些修订后获得的最终量表已经完成。通过对SMPN26泗水校区15名学生的试用,获得了实验验证结果。实证验证结果表明,学生对开发的学习游戏有积极的反应。它是根据学生给出的大多数量表得出的,包括上述标准的“非常好”和“良好”量表。总之,数字学习游戏已经达到了它的最终产品,供学生用来学习描述性文本材料的文化。
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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