218 research outputs found

    Pengembangan Game Spelling Word Scrabble Untuk Perkembangan Aspek Bahasa Pada Anak Usia Dini Usia 5-6 Tahun

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    AbstractThis research is motivated by the results of an analysis which shows that media for early childhood 5-6 years is needed for the development of aspects of language development. This research aims to develop a media that is suitable for the characteristics of early childhood 5-6 years. The method used is Research and Development (R&D) research. The subjects used in this study were 15 children aged 5-6 years from an educational institution in Sukodono, Sidoarjo. The results of this study are, as follows. 1) Media spelling word scrabble to develop aspects of language development in early childhood 5-6 years is developed based on the steps in DDD-E, namely Decide, Design, Development and Evaluate. 2) The effectiveness of the spelling word scrabble media product is "Effective". It can be concluded that Scrabble spelling word media is effectively used to develop language development in early childhood 5-6 years.Keywords: Research and Development; Media Scrabble; Language Development; GamificationAbstrakPenelitian ini dilatarbelakangi dari hasil analisis lapangan yang menunjukkan sangat dibutuhkan alat bantu untuk anak usia dini 5-6 tahun untuk mengembangkan aspek perkembangan Bahasa. Penilitian ini bertujuan untuk mengembangkan sebuah media yang sesuai dengan karakteristik anak usia dini 5-6 tahun. Metode yang digunakan adalah penelitian Research and Development (R&D). Subjek yang digunakan dalam penelitian ini adalah 15 anak dengan usia 5-6 tahun dari suatu lembaga pendidikan di Sukodono, Sidoarjo. Hasil dari penelitian ini adalah, sebagai berikut. 1) Media spelling word scrabble untuk mengembangkan aspek perkembangan Bahasa pada anak usia dini 5-6 tahun dikembangkan berdasarkan langkah-langkah dalam DDD-E, yaitu Decide, Design, Development and Evaluate. 2) Efektifitas produk media spelling word scrabble adalah “Efektif”. Dapat disimpulkan bahwa media spelling word scrabble efektif digunakan untuk mengembangkan perkembangan Bahasa anak usia dini 5-6 tahun.Kata kunci: Penelitian dan Pengembangan; Media Scrabble; Perkembangan Bahasa; Gamificatio

    A Paradigm Shift from Optimal Play to Mental Comfort: A Perspective from the Game Refinement Theory

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    The game refinement theory focuses on the game designer perspective, where its application in various types of games provides evidence of the occurring paradigm shift. Utilizing the logistical model of game outcome uncertainty, it provides a platform for incorporating gamified experience observed in games to be adopted in domains outside of game while retaining the context of the game. Making games as a testbed, the implications of the game refinement theory have been observed in the educational and business perspective, while further explored its utility in interpreting some states of the human mind. In addition, a holistic view of design in games and in the real-world environments was discussed, where the prospects of the game refinement theory were also highlighted

    Motivation-oriented scenario-based gamification design method using the user requirements notation modeling

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    Gamification, defined as the use of game design elements in non-game contexts, has been a trending in both academic and in a variety of industrial domains for around half a decade. A number of empirical studies have showed the usefulness and effectiveness of applying gamification to enhance people's motivation and engagement in different activities. On the other hand, multiple design frameworks and methods have been proposed to guide the practice of gamification design and development. However, one of the key issues for gamification, which is being only focusing on using less essential game elements on motivating instead of providing genuinely meaningful gameful experiences, has not yet been addressed fully. Furthermore, the existing gamification design frameworks contribute limitedly in providing constructive and easily applicable design methods or tools that to facilitate the motivation and behavior analysis and ideation of gamification projects. Therefore, in this study, the author proposes the Motivation-oriented Scenario-based Gamification Design method in order to address the issues mentioned above. The method is an adaption of the User Requirement Notation to the modeling of system goals, gamification motivations, system user behaviors, existing gameplay, and the mapping between them. The new method aims to provide not only an innovative way of specifying gamification designs on the mechanic and dynamic levels, but also a possibly insightful perspective towards improving gamification experiences and effectiveness with meaningful plays. In addition, a case study is conducted by applying the proposed method to a real-life language learning system, WordDive, with the method validated and evaluated via an interview with an expert from the WordDive company

    Game-based approaches for specializing in information technology

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    The paper deals with game-based learning approaches to teaching English as a foreign language to students majoring in IT at Kazan Federal University, Russian Federation. As there appeared a lot of game-based teaching methods, the techniques called gamification as well as differences between them are reviewed because both of them are supposed to be similar in education of late. Another problem with games in education is that some scholars still do not differentiate properly between gamification and game-based learning. This misconception is reflected even in their recent scientific works where gamification sometimes is regarded as mere usage of games in learning process. According to researches, the impact of games on learning process is efficient in terms of developing vocabulary and speaking skills, improving foreign language acquisition, boosting motivation and engagement of students and creating opportunities to apply acquired knowledge in practice. Moreover, implementing games in class environment (depending on the type of the game used) enhances critical and logical thinking, problem solving, team work skills. Using various games in the learning process is particularly efficient for IT students, since it is related to their major. Another advantage of game-based learning is that it can be realized within the learning management system (LMS). In conclusion, the experience of the English teachers at Kazan Federal University in introducing game-based methods to teaching process, including its outcomes, is presented.peer-reviewe
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