39
39 In  this  step,  the  designer  completed  the  design  of  the  evaluation
instruments after defining the objectives. Selecting the best activity and resources for the students would help the students got closer to the objective that wanted to
be reached. After getting so much evaluation in the previous step, the design was supposed  to  be  developed  well.  By  putting  the  appropriate  resources  in  those
learning activities, the learners were led to reach the objectives.
B. Research Setting
The  setting  of  the  research  was  in  the  SD  Kanisius  Sengkan  in  Sengkan, Condongcatur, Sleman, Yogyakarta. The research was done in three weeks. There
were 87 students from 3 classes. 30 students were from class 2A, 30 students were from class 2B, and 27 students were from class 2C. The students in three classes
learnt using this game in 2 weeks only, another one week was used to collect the data. In the first week, the students learn about listening and speaking new things.
In  the  second  week,  the  students  repeated  learning  about  listening  and  speaking and  continued  by  doing  independent  learning  through  playing  the  games.  The
researcher  was  given  the  chance  to  replace  the  teacher  position  became  the  full- time  facilitator  in  the  classroom  in  three  weeks.  Therefore,  the  use  of  the
designed-game  was  totally  implemented  in  the  teaching  learning  activities.  The setting of time  is  from  April 7 up to April 25, 2015. Since there was  no English
subject in curriculum 2006, teachers in school made their own lesson plans to give children  ability  in  English,  while  the  researcher  doing  the  research,  the  lesson
40
40 plans  were  made  by  the  researcher  as  well.  The  class  would  be  held  in  the
computer  laboratory.  The  designer  designed  all  materials  in  the  second  grade based  on  Rainbow  2  English  book.  However,  part  of  the  game  that  would  be
tested  on  developing  the  students‟  knowledge  was  about  „Toys‟.  It  was  chosen because „Toys‟ was taught in April based on the teacher‟s syllabus and semester
program.
C. Research Participants
The  subjects  or  respondents  in  this  study  of  designing  a  set  of  computer game-based  materials  for  teaching  vocabulary  were  lecturer,  children  in  the
second  grade  of  SD  Kanisius  Sengkan  and  the  teachers.  Lecturer  became  the expert  who  validated  about  the  quality  of  the  designed  game  for  the  designer.
Children as the target of the product would get the direct benefit from this product and teachers as the instructors would control how this product was done and used
by the children. Children were chosen to be the participants because they were the subject
of  the  main  goal  of  the  designing  game.  The  game  was  made  for  children; therefore  the  children  would  be  the  main  participants  for  the  designer.  Teacher
was  the  field  workers;  they  knew  well  about  the  development  of  their  students. The teacher gave the valid result from the children‟s development. Respondents
evaluated  the  study  with  the  given  feedback  for  the  designer  as  the recommendations,  suggestions,  and  opinions.  Respondents  later  should  also
41
41 determine the design  itself through the data which was obtained  from them. The
respondents  consisted  of  30  students  from  two  classes  of  SD  Kanisius  Sengkan which  were  chosen  randomly.  Fifteen  students  were  chosen  from  class  2B  and
fifteen others were from class 2C.  Relying only on the children who were under eight  years  old  was  not  reliable  enough  to  set  the  hypothesis.  Therefore,  the
researcher also asked the opinion from the teachers to make the research was more reliable.  Besides,  the  respondents  were  also  from  the  designer‟s  lecturer.  This
study had one English teacher and one IT teacher from SD Kanisius Sengkan and one lecturer of Sanata Dharma University. The result of the questionnaire helped
the  process  of  revising  the  design  to  be  the  better  design.  The  last,  the  final revision  was  supposed  to  be  the  best  design  in  improving  students‟  English
vocabulary. English teacher here was given the questionnaire for pre-design and post-
design research because the teacher knew well about the students. The teacher was also  the  main  sources  about  vocabularies  in  the  class.  Teacher  played  the  main
role  in the classroom  because children trusted on  the teachers a  lot than trusting the book. The instructions from the teacher would be understood by the students a
lot. The lecturer was given questionnaire in the post-design research. The aim
was to gain their comments and suggestions about the designed game. By having lecturer and teacher, their answers were supposed to be various. These helped the
designer  to  improve  a  lot.  Here  was  the  information  about  the  respondents
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42 teachers  and  lecturer  of  this  study  in  the  survey  research  that  become  the
evaluation  for  the  designer.  The  description  of  the  survey  analysis  from respondents was shown in Table 3.1.
Table 3.1 The Description of the Survey Analysis from Respondents Types of
Respondents Sex
Educational Background
Teaching Experience in Years
F M
S1 S2
S3 1-5
6-10 10
English Teacher
√  √ √
IT Teacher √
√ √
English Lecturer
√ √
√
D. Instrument and Data Gathering Technique