Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Cakrawala Pendidikan

Developing English Vocabulary Learning Game Widya Adhariyanty Rahayu; Suastika Yulia Riska
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN EDISI FEBRUARI 2018, TH.XXXVII, NO.1
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2337.824 KB) | DOI: 10.21831/cp.v37i1.15965

Abstract

Abstract: The purpose of this study was to develop an English vocabulary game as learning media for students majoring in informatics and management. Research and Development (RD) approach was employed in this study. This study involved several steps, namely needs analysis, material development, expert validation, try out, and final product. The result of the needs analysis showed that the students found it difficult to understand English vocabularies so they needed fun learning media to motivate themselves. The material development stage resulted in vocabulary learning media that is “English with Ido”. The expert validation involved media and material experts. The percentage of media eligibility obtained from the media expert was 76, 78% or it was very decent; while the percentage of the material feasibility obtained from the material expert was 75% or it was decent to use as learning media. The try out cycle involved students majoring in informatics and management program. Based on judgment from the media and material expert as well as from the respondents of this study, it can be concluded that the final product of the English vocabulary game was considered as good learning media. PENGEMBANGAN MEDIA PEMBELAJARAN GAME KOSAKATA BAHASA INGGRIS Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game kosakata Bahasa Inggris pada program studi teknik informatika dan manajemen. Metode yang digunakan adalah Research and Development (RD). Tahap penelitian meliputi need analysis, material development, expert validation, try out, dan final product. Hasil tahap need analysis adalah mahasiswa masih sulit memahami kosakata Bahasa Inggris, maka diperlukan media pembelajaran yang menyenangkan sehingga bisa memotivasi mahasiswa dalam proses belajar mengajar. Pada tahap material development menghasilkan media pembelajaran berbasis game kosakata English with Ido. Tahap expert validation dilakukan dengan melibatkan ahli media dan ahli materi untuk menilai kelayakan produk. Pada tahap ini presentase kelayakan berdasarkan ahli media adalah 76,78% (sangat layak) dan presentase ahli materi adalah 75% (layak) untuk digunakan sebagai media pembelajaran. Tahap try out dilakukan pada responden mahasiswa program studi teknik informatika dan manajemen. Dari tahap-tahap tersebut dan saran dari ahli media, ahli materi, serta responden maka dihasilkan produk final berupa game media pembelajaran kosakata Bahasa Inggris. Kata Kunci: media pembelajaran, game, kosakata bahasa Inggris
Implementation of "E-Lens" inquiry-based learning game to improve literacy and numeracy skills Rahayu, Widya Adhariyanty; Subekti, Puji
Jurnal Cakrawala Pendidikan Vol. 44 No. 3 (2025): Cakrawala Pendidikan (October 2025)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v44i3.76930

Abstract

Literacy and numeracy are two fundamental skills that play a crucial role in the elementary education process. Literacy encompasses not only reading and writing skills but also the ability to understand information effectively. Meanwhile, numeracy includes the ability to understand and interpret mathematical concepts in everyday life. This research used the ADDIE model to develop a learning media in the form of E-Lens board game, namely Exploring Literacy, Numeracy, Math, and English. This research was conducted at Taji State Elementary School, located in a rural area, in the easternmost village on the slopes of Mount Bromo. In terms of infrastructure, the school has limited accessibility, especially regarding internet and conventional learning resources. The learning media was validated by media and material experts. Media expert assessment obtained an average percentage of 79.2% and the material expert has an average percentage of 77%. The validation results indicated that E-Lens board game, which is based on bilingual inquiry, are very good to be used as a learning media for developing numeracy literacy at the elementary level. Based on research stages and feedback from media, material experts, and respondents, E-Lens as learning media can improve elementary students’ literacy and numeracy skills.