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Developing the prototype of sierra: a digital role-playing game as an english language learning media for 8th grade students / Muhammad Chanif Tamimi Raditya Wandana

Wandana, Muhammad Chanif Tamimi Raditya - Nama Orang;

Abstrak
This research was conducted based on the importance of utilizing students time outside school hours. Most junior high school students use their free time for leisure activities. The English teachers used homework to make the students study during off-school hours. This research is based on the constructivist theory where the learning process is learner-centered with learner autonomy and contextual learning and includes the informal learning setting at home. For the media this research chose digital game-based language learning emphasizing the advantage of using digital games to learn English. This research created a learning media based on a role-playing game with the theme of learning English through adventure. The researcher named the game Sierra English Adventure. The digital role-playing game genre was chosen due to its ability to facilitate the four English language skills reading listening writing and speaking. However due to limited resources and time the researcher focused on implementing the material for receptive English language skills such as reading and listening. The game was made using the ADDIE method. The method consists of five parts analysis design develop and evaluate. The analysis part collected data regarding the students needs through the need analysis game material and technical requirements for designing the game. The design process included creating the content material and the quest system to put the learning material. The content material is designed based on the Curriculum Merdeka learning outcomes and the English textbook for Nusantara. After the quest was designed the researcher developed the game mainly using Unity as the game engine and the 3D modelling software Blender. The game was set in the Bromo Tengger Semeru National Park so the view of the mountain was present in the game. The character was selected to wear batik-themed traditional clothes to represent the local culture of Indonesia. The next step was the implementation. The researcher first validated the content material provided within the game to ensure alignment with the curriculum. Three junior high school English teachers were tasked to validate the content material since they have experience implementing the curriculum and using materials from the textbook English for Nusantara. After the content was validated the game was delivered to the student to be tested. The evaluation results indicated that most students enjoyed the game and were likely to use it to facilitate their English language learning outside of school hours. However some students faced technical issues such as the game not working correctly. The researchers were able to fix some of the problems but some persisted in specific devices. Aside from that the results showed that the game has the potential to be an alternative way for students to learn English by themselves during off-school hours. Currently the game only provides two quests but it was designed to be able to have as many quests as needed. The researcher proposed updating the game to include productive skills to better add functionality to the game in the future. Other features such as online support for multiplayer can also be added to add a collaborative aspect to the game where the students can play with their friends. The researcher also suggested the possibility of utilizing this game for material other than English.


Informasi Detail
DDC
Rt 420.78 WAN d
Prodi
Universitas Negeri Malang. Program Studi Pendidikan Bahasa Inggris, 2024.
Deskripsi Fisik
xvii, 99 lembar : ilus. ; 30 cm.
Bahasa
No Reg
00126/RT/25
Edisi
Tesis (Pascasarjana)--Universitas Negeri Malang. 2024
Subjek
1. BAHASA INGGRIS - MEDIA PEMBELAJARAN
2. ENGLISH - LEARNING MEDIA

Pembimbing
1. Siti Muniroh, S.pd, M.a., Ph.d;2. Sari Karmina, S.pd, M.pd, Ph.d
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