DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS

Pikir Wisnu Wijayanto*  -  Telkom University, Indonesia
Yahdi Siradj  -  Telkom University, Indonesia

(*) Corresponding Author

This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing.

Keywords: educational game, Kinect sensor technology, “the Indonesian Tribes” game

  1. Adams, D.M. (1973). Simulation games: An approach to learning. Worthington, OH: C.A. Jones.
  2. Aldrich, H.E., Ruef, M. (2006). Organizations evolving. London: Sage Publications: 16-60. Accessed at: http://fhs-bio-wiki.pbworks.com/w/page/24126934/What%20is%20Evolution on October 2nd, 2014.
  3. Alexander, et.all. (1988). Teaching Reading. Glenview: Scott, Fortesman and Company.
  4. Anggani Sudono. (1988). Sumber Belajar dan Alat Permainan Untuk Pendidikan Usia Dini. Jakarta. Grasindo.
  5. Arief S. Sadiman, et.all. (2009). Media Pendidikan, Pengertian, Pengembangan, dan Pemanfaatannya. Jakarta: Rajawali Press.
  6. Arikunto Su Harsimi (1992). Pengelolaan Kelas dan Siswa Sebuah Pendekatan Evaluatif. Jakarta; Rajawali.
  7. Borowich, Jerome N. (1996). Technical Communication and Its Application. California: Prentice Hall, Inc.
  8. Carrol Ja. (1991). Centers for Early Learners Throughout the Year. Chartage, Good Apple.
  9. Darin E. Hartley. 2006. Selling e-Learning, American Society for Training and Development.
  10. Demes da Cruz, G. (2008). English Teaching Professional. Let us play, 58, 18.
  11. Depdiknas. (2004). Kurikulum 2004 Standar Kompetensi Taman Kanak-kanak dan Roudlotul Athfal. Jakarta : Departemen Pendidikan Nasional.
  12. Harmer, Jerremy. (2001). The Practice of English Language Teaching 3rd Edition. New York: Longman, Inc
  13. Juwita. D. (2010). Perkembangan Fisik Motorik dan Bahasa. Surakarta: Universitas Muhammadiyah Surakarta.
  14. Marsh, et.all. (2005). Digital Beginnings: Young Children’s Use of Popular Culture, Media and New Teachnologies. Sheffield: University of Sheffied. Accessed at: http://www.digitalbeginings.shef.ac.uk/ on October 2nd, 2014.
  15. Microsoft. (2012). "Kinect for Windows SDK 1.6 Programming Guide". Microsoft. Retrieved February 16, 2015.
  16. Prensky, Marc. (2001). "Fun, Play and Games: What Makes Games Engaging." Digital Game-Based Learning. McGraw-Hill. Accessed at:http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning-Ch5.pdf on July 30th, 2016
  17. Prodromou, L. (1992). Mixed Ability Classes. China: Macmillan Publishers Ltd.
  18. Siradj, Y, et.all. (2014). Designing and Implementing Knowing Indonesian Tribes Game in Future Kindergarten. Bandung: School of Electrical Engineering and Informatics, Bandung Institute of Technology.
  19. Wijayanto, P. W., and Siradj, Y. (2015). “Designing the Educational Game “The Indonesian Tribes” for Kindergarten Students”. National Proceeding. The 3rd Asia-Pacific Education Conference (The 3rd AECon). University of Muhammadiyah Purwokerto.

Open Access Copyright (c) 2016 Vision: Journal for Language and Foreign Language Learning
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Vision: Journal of Language and Foreign Language Learning is indexed by

    

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

View My Stats

Publisher
English Education Department,
Faculty of Education and Teacher Training,
Universitas Islam Negeri Walisongo Semarang
Jl. Prof Hamka Ngaliyan Semarang, Jawa Tengah, Indonesia

apps