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Skripsi

Developing educational digital simulation game for 10th grade students\' reading activities / Cinintya Ermi Paramita

Paramita, Cinintya Ermi - Nama Orang;

Abstrak
ABSTRACT Cinintya E.P. 2017. Developing Educational Digital Simulation Game for 10th Grade Students Reading Activities. Thesis Department of English Literature Faculty of Letters State University of Malang. Advisors (I) Francisca Maria Ivone M.A Ph.D (II) Nur Hayati S.Pd M.Ed. Keywords Vocabulary Mastery Educational Digital Simulation Game Reading Comprehension This is a Research and Development (R D) study which aims to aid the students understanding towards written text. This research was conducted at SMA Negeri 1 Lawang. Based on the results of the preliminary study students generally prefer reading novels in Bahasa Indonesia. The lack of exposure to English texts leads the students to have limited vocabulary. This problem diminish their motivation to read thus their understanding in reading suffers. During an interview with an English teacher it was found that inserting pictures in several passages have proved to motivate the students to read. This research was conducted by modifying Borg and Gall s ten steps of Research and Development thus this study only followed seven of the ten steps. The researcher conducted the data collection in the class twice. The first was to collect the data necessary for needs analysis and the second was to try-out the educational game. Needs analysis data were taken from 27 students of X IBB (language major) whereas the try-out subjects were 29 students of X MIA (science major) 2. Based on the results of the try-out testing the educational digital game received good feedback from the students. Twenty three students or 79.30% stated that My Glossary Sheet helped them to learn new vocabulary items. Also the usage of highlights in words that describe people showed a good result. Twenty six or 89.64% stated that the highlights make them remember new vocabulary items easily. In addition students commentaries on the use educational game showed positive results on students vocabulary mastery in English. Moreover all students can answer all questions regarding the story in educational game thus indicates that the game have a positive effect to their understanding in reading. The final product of this game consists of one cube icon which can be extracted to play. There is only a main page in the game that consists of three choices new game load game and exit game . The students can play and continue as they like and can be played either as a group or individually. Despite the ease of use however this educational game has flaws. Since this game is dialogue-based the length of this game alone is more than 60 minutes. Also this game requires laptop or desktop to play and cannot be played on Android. Based on the findings researcher gave some suggestions to minimize problems in using educational digital simulation game. For English teachers it is suggested to use the educational game for several meetings so that the teacher may exploit the educational game in many ways. Also it is advisable for the teacher to instruct the students to bring their own laptops beforehand. If laptops are inadequate in numbers the teacher could also utilize school laboratory for teaching and learning. For other researchers they can use this educational digital simulation game as references to develop similar educational digital game on different level of students and different competences. In addition it is advisable to take the educational game s length into account when developing another educational game in the future.


Informasi Detail
DDC
Rs 428.42 PAR d
Prodi
Universitas Negeri Malang. Program Studi Pendidikan Bahasa Inggris, 2017.
Deskripsi Fisik
xi, 133 lembar : il. , tab. ; 30 cm
Bahasa
No Reg
05736/KI/17
Edisi
Skripsi (Sarjana)--Universitas Negeri Malang. 2017
Subjek
1. BAHASA INGGRIS - MEMBACA - MEDIA PEMBELAJARAN
2. ENGLISH LANGUAGE - READING - STUDY AND TEACHING

Pembimbing
1. Fransisca Maria Ivone ; 2. Nur hayati
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