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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Main Author: Lukcyhasnita (NIM: 27115040), Andam
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/25485
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Institution: Institut Teknologi Bandung
Language: Indonesia
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spelling id-itb.:254852018-06-28T14:27:40ZEFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS Lukcyhasnita (NIM: 27115040), Andam Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/25485 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Theses
author Lukcyhasnita (NIM: 27115040), Andam
spellingShingle Lukcyhasnita (NIM: 27115040), Andam
EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
author_facet Lukcyhasnita (NIM: 27115040), Andam
author_sort Lukcyhasnita (NIM: 27115040), Andam
title EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
title_short EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
title_full EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
title_fullStr EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
title_full_unstemmed EFFECTIVENESS OF INTERACTIVE GAMES IN DEVELOPING INDONESIAN VOCABULARY FOR ELEMENTARY SCHOOL STUDENTS
title_sort effectiveness of interactive games in developing indonesian vocabulary for elementary school students
url https://digilib.itb.ac.id/gdl/view/25485
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