EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
The interactive game is one means of digital entertainment that is now beginning <br /> <br /> <br /> to penetrate the educational facilities. In the creation of an interactive game there <br /> <br /> <br /> is an underlying design. One of the many types of e...
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Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/25485 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | The interactive game is one means of digital entertainment that is now beginning <br />
<br />
<br />
to penetrate the educational facilities. In the creation of an interactive game there <br />
<br />
<br />
is an underlying design. One of the many types of educational-themed interactive <br />
<br />
<br />
games designed is the Indonesian vocabulary game. Katabrak, Puzzle 5 Dasar <br />
<br />
<br />
and Word Space are some examples of interactive games that existing Indonesian <br />
<br />
<br />
vocabulary. However, research on the effectiveness of interactive vocabulary <br />
<br />
<br />
games especially in game design has not been done, so this research aims to find <br />
<br />
<br />
out how the effectiveness of the interactive game of Indonesian vocabulary in the <br />
<br />
<br />
realm of game design. Games tested in this research is Katabrak, Puzzle 5 Dasar <br />
<br />
<br />
and Word Space. <br />
<br />
<br />
The research was conducted in Bandung, precisely at SDN Banjarsari 113. <br />
<br />
<br />
Respondents in this research were students of grade 3 at elementary school with <br />
<br />
<br />
37 the number of respondents. The research was done by quantitative approach <br />
<br />
<br />
with one group pre-test-post test research method. This method was chosen to <br />
<br />
<br />
determine the difference in mean score on respondents after and before treatment, <br />
<br />
<br />
so that the effectiveness of the game can be known. The test is a speed test to <br />
<br />
<br />
know the number of respondent's vocabulary and the interactive game usability <br />
<br />
<br />
test questionnaire. The test results were processed with the help of SPSS <br />
<br />
<br />
(Statistical Product and Service Solutions) software to determine the effectiveness <br />
<br />
<br />
of the interactive game with t-test and effect size. The results showed that games <br />
<br />
<br />
were tested effective in improving the Indonesian vocabulary due to the increase <br />
<br />
<br />
in the average number of vocabulary from 100.19 during pre-test be 111.7 after <br />
<br />
<br />
the post-test. The Indonesian vocabulary game that has the highest increase value <br />
<br />
<br />
is Puzzle 5 Dasar. The researchers concluded that there are several factors can <br />
<br />
<br />
affect the effectiveness of interactive games in improving the player's knowledge <br />
<br />
<br />
of the game mechanism, the satisfaction in play, and the appearance of the game. |
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