The format of a game can be purely a genre or mix hybrid of several genres. In this research, the developed game is mix of educational
and adutainment genre with board games genre. Educative game is chosen because game will be made for educational purposes. While board
game is chosen because this research developing a monopoly as learning media that up to now this game still widely favored.
c. Game Impact
The utilization of games in learning has certain advantages and disadvantages. Smaldino 2000: 30-31 described strengths and
weaknesses of game in learning are as follows:
1 The game provides an interesting framework for learning activities.
The game could be interesting because in game there are pleasure elements that are inserted. Games are not minding age, children,
young even olds, all of them can feel so fun when playing game. Specifically in educative game, everyone also can found the
knowledge inside. 2
The game gives something new compared to regular classroom routine. The game could increasesing interest and attraction in
learning something. 3
Game gives relaxed and fun atmosphere so it will be very helpful for students such they who have difficulty in learning that avoid
structured learning.
4 The game can keep students interested in repeated tasks, such as
memorizing multiplication tables. Material delivered by other methods can be bored, with game learning will be more fun
Some important points about the benefits of game also mentioned on Computer Assisted Investing Special Interest Group CAI SIG forum
are as follows: 1
Type of games that require problem solving strategies can improve the cognitive abilities of children.
2 Men and women who are trained to play a video game for 1 one
month showed increasing of memory tests, and the ability to perform various tasks multi-task.
3 Video games can make players’s mindset sharper than before.
4 Requiring children to be more creative.
5 Children also learn about decisions making of any action perfomed.
6 Developing spirit of cooperation or teamwork when playing with
other gamers in multiplayer. 7
Developing skills in reading, mathematics, and solve the problem or task. Making children feel comfortable and familiar with technology,
especially girls, who do not use technology as often as boys. 8
Training between eye and hand coordination, also motor skills 9
Increasing self-confidence and self-esteem when they are able control the game