Research Article
Alphabetical Dice Row: Exploration and Evaluation Tool of Student’s Vocabulary Mastery
@INPROCEEDINGS{10.4108/eai.18-11-2020.2311769, author={Arif Wiyat Purnanto and Irham Nugroho and Norma Dewi Shalikhah and Aditya Eska Wardana and Mona Ristiyani and Hapsari Nur Muttaqiin and Laili Etika Rahmawati}, title={Alphabetical Dice Row: Exploration and Evaluation Tool of Student’s Vocabulary Mastery}, proceedings={Proceedings of the 2nd Borobudur International Symposium on Humanities and Social Sciences, BIS-HSS 2020, 18 November 2020, Magelang, Central Java, Indonesia}, publisher={EAI}, proceedings_a={BIS-HSS}, year={2021}, month={9}, keywords={attractiveness dice fun game limitation}, doi={10.4108/eai.18-11-2020.2311769} }
- Arif Wiyat Purnanto
Irham Nugroho
Norma Dewi Shalikhah
Aditya Eska Wardana
Mona Ristiyani
Hapsari Nur Muttaqiin
Laili Etika Rahmawati
Year: 2021
Alphabetical Dice Row: Exploration and Evaluation Tool of Student’s Vocabulary Mastery
BIS-HSS
EAI
DOI: 10.4108/eai.18-11-2020.2311769
Abstract
Nowadays, developing educational games is a challenge to the educators due to the massive modern and non-educational games. This research was aimed to evaluate the value of “Alphabetical Dice Row” as an exploration tool of students’ vocabulary mastery, to carry out a trial of the game implementation to the students and to evaluate the performance of students on the gameplay. The research was carried out with research and development design. The prototype of the game was valuated by expert and game trial was carried out to the elementary school’s students. Expert valuation of the game showed that the “Alphabetical Dice Row” is an excelent game, but still lack in materials, looks and attractiveness aspects. The result of the game trial in the other side showed several difficulties of the students in playing the game. Some limitations such as dice design and limitation of letter were suggested as the major problem in the game application. Therefore, further improvements are required in order to maintain the “fun” and “attractive” aspect of the game. However, the game is currently applicable effectively as the evaluating tool of students’ vocabulary mastery.