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GAME DESIGN AS LEARNING MEDIA OF ENGLISH PRONUNCIATION USING SET COLLECTION MECHANICS Timothy, Jonathan Andrian; Prasida, Tan Arie Setiawan; Prestilliano, Jasson
International Journal of Language and Literature Vol 4, No 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v4i1.30220

Abstract

English is an official language used to communicate between countries. Indonesia also learns English that can be learned from elementary school or kindergarten. However, pronunciation or pronunciation still bears serious mispronunciation, both vocalization, emphasis, and overall. Reliance on English has complexity and technique that the Bahasa pronunciation does not have. The problem with research is strategy and developing of a board game to learn English - speaking techniques. The purpose of this research is to design a learning media of English pronunciation through board game. This research uses experimental methods, linear strategies and combination approaches. The sources for this study are studies, books, interviews with professors and students. This research is about learning pronunciation using board game as a media. The purpose of this study is to design a game board called the Word Detector as a learning media. The result of this study is an increase in the result of the learning process performed before, after and several days after playing a board of games "Word Detector."
GAME DESIGN AS LEARNING MEDIA OF ENGLISH PRONUNCIATION USING SET COLLECTION MECHANICS Timothy, Jonathan Andrian; Prasida, Tan Arie Setiawan; Prestilliano, Jasson
International Journal of Language and Literature Vol. 4 No. 1 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijll.v4i1.30220

Abstract

English is an official language used to communicate between countries. Indonesia also learns English that can be learned from elementary school or kindergarten. However, pronunciation or pronunciation still bears serious mispronunciation, both vocalization, emphasis, and overall. Reliance on English has complexity and technique that the Bahasa pronunciation does not have. The problem with research is strategy and developing of a board game to learn English - speaking techniques. The purpose of this research is to design a learning media of English pronunciation through board game. This research uses experimental methods, linear strategies and combination approaches. The sources for this study are studies, books, interviews with professors and students. This research is about learning pronunciation using board game as a media. The purpose of this study is to design a game board called the Word Detector as a learning media. The result of this study is an increase in the result of the learning process performed before, after and several days after playing a board of games "Word Detector."
Perancangan Game Digital Mobile dengan Teknik Dynamic untuk Mengubah Distorsi Kognitif Penderita Depresi Mayor pada Remaja Amam, Muchammad Rizhamu; P, T. Arie Setiawan; Prestilliano, Jasson
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 6 No 01 (2024): Volume 06, Nomor 01, Maret 2024
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v6i01.929

Abstract

This research investigates the potential of the digital game "Isamu" with the implementation of Dynamic Difficulty Scaling Technique as a therapeutic medium for individuals experiencing low-level major depression within the age group of 18-24 years old. With a focus on enhancing cognitive thinking, the game is designed to contribute positively to the development of adaptive and positive thinking patterns in players. The research findings indicate that the use of Dynamic Difficulty Scaling Technique yields positive outcomes as expected, with challenges tailored to individual abilities. This study not only supports the use of games as a therapy tool for major depression but also demonstrates further potential development in this field.