阅读和游戏基础教育在二年级培养阅读兴趣

Rostanti Nurul Afifah, Odin Rosidin, Rina Yuliana
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引用次数: 1

摘要

大多数印尼人并没有把阅读活动作为基本需求。印尼对阅读兴趣低的原因有几个,即技术的日益发展,使当代人更忙于小工具而不是读书,这不符合学习媒体创新的进步。本研究的目的是确定(1)开发基于教育游戏的阅读和游戏媒体以培养阅读兴趣的过程。研究方法是使用Thiagarajan的4D模型进行研发,该模型由4个阶段组成,即定义、设计、开发和传播。SDN Kutabaru 1在2班对31名学生进行的研究结果表明,基于教育游戏的阅读和游戏媒体在培养学生的阅读兴趣方面是非常可行的。两位媒体专家的验证结果证明了这一点,他们在“非常合格”类别中的百分比为93.5%,两位语言学家在“非常符合条件”类别中百分比为81%,两位材料专家在“非常适合条件”类别的百分比为86%。在对31名受访者的试验中,学生对基于教育游戏的阅读和游戏媒体的阅读兴趣的反应在“非常好”类别中为97%。
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Media Read & Play Berbasis Game Edukasi Untuk Menumbuhkan Minat Baca di Kelas 2 SD
Most of the Indonesian population has not made reading activities a basic need. Several factors contribute to the low interest in reading in Indonesia, namely the growing development of technology, making the current generation more busy with gadgets than reading books, this is not in line with the progress of learning media innovation. The purpose of this study was to determine (1) the process in developing Educational Game-Based Read & Play media to foster reading interest, (2) the feasibility of Educational Game-Based Read & Play media to foster reading interest, (3) students' responses to the implementation of Read & Play Educational Game-Based Play to foster interest in reading. The research method is Research and Development (R&D) using the 4D model by Thiagarajan which consists of 4 stages, namely define, design, develop, and disseminate. The results of research at SDN Kutabaru 1 in class 2 with a total of 31 students showed that Educational Game-Based Read & Play media was very feasible to foster students' interest in reading. This is proven by the validation results from two media experts with a percentage of 93.5% in the category "Very Eligible", two linguists with a percentage of 81% in the category "Very Eligible", two material experts with a percentage of 86% in the category "Very Eligible". The response of students' reading interest to Educational Game-Based Read & Play media in the trial of 31 respondents was 97% in the "Very Good" category.
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