{"title":"《韵屋》游戏开发与Apk扩展作为网络诗歌创作的学习媒介","authors":"Ariva Luciandika, Nita Widiati, D. Ariani","doi":"10.29407/jbsp.v5i2.17549","DOIUrl":null,"url":null,"abstract":"In learning to write poetry, students can express ideas, feelings, experiences, and imaginations through writing activities. The urgency of this research is to develop a digital game module called Rumah Sajak that can be used independently by students so that it is feasible to implement in terms of content, presentation systematics, language, and appearance. The development design used is the C-ID- Constructivist Instructional Design model with a constructivist approach to R2D2 work patterns. The structure of the C-ID model consists of 4 stages, namely (1) define, (2) design, (3) development, and (4) dissemination. From the validation results, the average content component score was 87.1%, presentation systematic was 86.6%, language was 85.8%, and display was 87.2%. Thus, the game is worth implementing.","PeriodicalId":355409,"journal":{"name":"Wacana : Jurnal Bahasa, Seni, dan Pengajaran","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-02-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Rhyme House Game Development With Apk Extension As Learning Media for Writing Poetry on the Network\",\"authors\":\"Ariva Luciandika, Nita Widiati, D. Ariani\",\"doi\":\"10.29407/jbsp.v5i2.17549\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In learning to write poetry, students can express ideas, feelings, experiences, and imaginations through writing activities. The urgency of this research is to develop a digital game module called Rumah Sajak that can be used independently by students so that it is feasible to implement in terms of content, presentation systematics, language, and appearance. The development design used is the C-ID- Constructivist Instructional Design model with a constructivist approach to R2D2 work patterns. The structure of the C-ID model consists of 4 stages, namely (1) define, (2) design, (3) development, and (4) dissemination. From the validation results, the average content component score was 87.1%, presentation systematic was 86.6%, language was 85.8%, and display was 87.2%. Thus, the game is worth implementing.\",\"PeriodicalId\":355409,\"journal\":{\"name\":\"Wacana : Jurnal Bahasa, Seni, dan Pengajaran\",\"volume\":\"45 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-02-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Wacana : Jurnal Bahasa, Seni, dan Pengajaran\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.29407/jbsp.v5i2.17549\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Wacana : Jurnal Bahasa, Seni, dan Pengajaran","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29407/jbsp.v5i2.17549","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Rhyme House Game Development With Apk Extension As Learning Media for Writing Poetry on the Network
In learning to write poetry, students can express ideas, feelings, experiences, and imaginations through writing activities. The urgency of this research is to develop a digital game module called Rumah Sajak that can be used independently by students so that it is feasible to implement in terms of content, presentation systematics, language, and appearance. The development design used is the C-ID- Constructivist Instructional Design model with a constructivist approach to R2D2 work patterns. The structure of the C-ID model consists of 4 stages, namely (1) define, (2) design, (3) development, and (4) dissemination. From the validation results, the average content component score was 87.1%, presentation systematic was 86.6%, language was 85.8%, and display was 87.2%. Thus, the game is worth implementing.