{"title":"文化背景是开发阅读游戏应用程序的基础","authors":"E. Rustan, Syela Rachmat","doi":"10.29333/iji.2024.1718a","DOIUrl":null,"url":null,"abstract":"This research aimed to determine the outcomes of concept analysis and to create and assess the viability of game applications for enhancing reading skills. This is R&D (Research and Development) utilizing the MLDC (Multimedia Development Life Cycle) model. This study was conducted in several elementary schools in Palopo City. The data for the needs analysis was collected from 10 students and two teachers in fourth grade. The number of participants in the effectiveness test phase was 268 students. Observation sheets, documentation, interview guidelines, product validation questionnaires, practicality, and product efficacy were among the data collection instruments. The method of analysis employed is the mixed sequential exploratory technique. The results of the concept analysis determine the type of game application to be developed using contextual media based on local culture and android-based interactivity that promotes independent reading achievement indicator learning. The development of a video game included character introduction features, learning features based on curriculum-based reading, and playing features based on adopting ethnic characters, skin color, clothing, and local genre instrumental music. Through Blackbox testing, the product's feasibility is determined. Practicality test results obtained on average are convenient. The effectiveness test results showed an increase in reading ability by using the developed game product. Keywords: educational game, media development, reading skills, cultural context, elementary school","PeriodicalId":46858,"journal":{"name":"International Journal of Instruction","volume":"17 1","pages":""},"PeriodicalIF":1.9000,"publicationDate":"2024-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Cultural Context as the Basis for Developing Reading Game Applications\",\"authors\":\"E. Rustan, Syela Rachmat\",\"doi\":\"10.29333/iji.2024.1718a\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This research aimed to determine the outcomes of concept analysis and to create and assess the viability of game applications for enhancing reading skills. This is R&D (Research and Development) utilizing the MLDC (Multimedia Development Life Cycle) model. This study was conducted in several elementary schools in Palopo City. The data for the needs analysis was collected from 10 students and two teachers in fourth grade. The number of participants in the effectiveness test phase was 268 students. Observation sheets, documentation, interview guidelines, product validation questionnaires, practicality, and product efficacy were among the data collection instruments. The method of analysis employed is the mixed sequential exploratory technique. The results of the concept analysis determine the type of game application to be developed using contextual media based on local culture and android-based interactivity that promotes independent reading achievement indicator learning. The development of a video game included character introduction features, learning features based on curriculum-based reading, and playing features based on adopting ethnic characters, skin color, clothing, and local genre instrumental music. Through Blackbox testing, the product's feasibility is determined. Practicality test results obtained on average are convenient. The effectiveness test results showed an increase in reading ability by using the developed game product. Keywords: educational game, media development, reading skills, cultural context, elementary school\",\"PeriodicalId\":46858,\"journal\":{\"name\":\"International Journal of Instruction\",\"volume\":\"17 1\",\"pages\":\"\"},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2024-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Instruction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29333/iji.2024.1718a\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Instruction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29333/iji.2024.1718a","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Cultural Context as the Basis for Developing Reading Game Applications
This research aimed to determine the outcomes of concept analysis and to create and assess the viability of game applications for enhancing reading skills. This is R&D (Research and Development) utilizing the MLDC (Multimedia Development Life Cycle) model. This study was conducted in several elementary schools in Palopo City. The data for the needs analysis was collected from 10 students and two teachers in fourth grade. The number of participants in the effectiveness test phase was 268 students. Observation sheets, documentation, interview guidelines, product validation questionnaires, practicality, and product efficacy were among the data collection instruments. The method of analysis employed is the mixed sequential exploratory technique. The results of the concept analysis determine the type of game application to be developed using contextual media based on local culture and android-based interactivity that promotes independent reading achievement indicator learning. The development of a video game included character introduction features, learning features based on curriculum-based reading, and playing features based on adopting ethnic characters, skin color, clothing, and local genre instrumental music. Through Blackbox testing, the product's feasibility is determined. Practicality test results obtained on average are convenient. The effectiveness test results showed an increase in reading ability by using the developed game product. Keywords: educational game, media development, reading skills, cultural context, elementary school
期刊介绍:
nternational Journal of Instruction is an internationally recognized journal in the field of education and is published four times a year (in January, April, July & October). The aim of this journal is to publish high quality studies in the areas of instruction, learning, teaching, curriculum development, learning environments, teacher education, educational technology, educational developments. Studies may relate to any age level - from infants to adults. IJI, being an international journal, our editorial advisory board members are from various countries around the world. The articles sent to the Journal are always reviewed by two members of the Editorial Advisory Board (double blind peer review), and in some cases, if necessary, by another member of the Board. Depending on the evaluation reports of the members of the Editorial Advisory Board, articles are published or not. Article evaluation process takes approximately three months. The authors are responsible for the errors, if any, in their published articles. The articles need to be not published elsewhere previously.