DEVELOPING DIGITAL GAME e-CALF AS SELF-DIRECTED LEARNING MEDIA FOR THE SECOND GRADE STUDENTS OF ELEMENTARY SCHOOL AT SD LAB UNDIKSHA SINGARAJA - ., Ida Ayu Agung Ratih Pramesti; ., Ni Wayan Surya Mahayanti, S.Pd.,M.Pd.; ., Ida Ayu Made Istri Utami, S.Pd., M.Pd. (Universitas Pendidikan Ganesha, 2017)
ABSTRAK Penelitian ini bertujuan untuk mengembangkan e-CALF sebagai media pembelajaran mandiri untuk mengajar bahasa Inggris di kelas dua siswa sekolah dasar di SD Lab Undiksha Singaraja. Penelitian dilakukan di SD Lab Undiksha Singaraja, di mana sasaran penelitian adalah siswa sekolah dasar kelas II A. Model pengembangan ADDIE digunakan sebagai prosedur penelitian saat ini. Karena masih berupa produk prototipe, hanya ada tiga prosedur yang digunakan yaitu Analisis, Desain, dan Pengembangan. Data dikumpulkan dengan menggunakan lembar observasi, panduan guru, rubrik penilaian ahli, kuesioner siswa, dan analisis silabus. Pada akhir penelitian ini, ada produk prototipe bernama e-CALF sebagai media pembelajaran mandiri dalam bentuk aplikasi. Hasil dari penelitian ini adalah media permainan digital yang dikembangkan berdasarkan analisis silabus dan kebutuhan siswa. Permainan digital e-CALF dikembangkan berdasarkan empat topik yaitu greetings, introducing, parts of body, dan numbers. Setiap topik terdiri dari enam lembar. Ada dua lembar tentang kosakata yang berhubungan dengan topik, dua lembar tentang mengisi teks kosong, dan sisanya tentang pemahaman teks dengan pertanyaannya Berdasarkan hasil penilaian ahli, ditemukan bahwa permainan digital e-CALF dikategorikan sebagai permainan digital yang sangat baik. Selain itu, game digital ini layak digunakan untuk belajar bahasa Inggris untuk siswa kelas dua. Kata kunci: permainan digital, e-CALF, produk prototipe, pembelajaran mandiri Kata Kunci : permainan digital, e-CALF, produk prototipe, pembelajaran mandiri ABSTRACT This study aimed at developing e-CALF as self-directed learning media for teaching English in the second grade of elementary school students at SD Lab Undiksha Singaraja. The study was conducted in SD Lab Undiksha Singaraja, in which the subject of the study was elementary school students of II A class. ADDIE model of development was used as the present research procedures. Since it is still a prototype media, there were only three procedures used namely Analyze, Design, and Development. The data were collected by using observation sheets, teacher’s interview guide, expert judgments rubric, students’ questionnaire, and syllabus analysis. In the end of this research, there was a prototype product named e-CALF as self-directed learning media in form of application. The result of this research is digital game media that were developed based on syllabus analysis and students’ need. The digital game e-CALF is developed based on four topics they were greetings, introducing, parts of body, and numbers. Each topic consists of six sheets. There are two sheets about the vocabulary related with the topic, two sheets about filling the blank text, and the rest about text comprehension with its questions. Based on the result of expert judgment rubrics it is found that digital game e-CALF are categorized as excellent digital game. Besides, this digital game was proper to use for learning English for second grade students. Keywords: digital game, e-CALF, prototype product, self –directed learning keyword : digital game, e-CALF, prototype product, self –directed learning