Research Problem Problem Limitation

5 5 stop playing games because game nowadays is one of the refreshment activities of this era. This is the challenge that teacher and parents should face in the reality. They should connect what children like with the L2 learning. By understanding this era‟s demand, teacher and parents should follow the children‟s styles and interests to make the better learning strategy. Using a game as a media to learn language is supposed to be a good alternative of learning activities for children. They do not only play a game but also learn the second language. At once, they can play while learning and vice versa.

B. Research Problem

As the starting point of designing a set of computer game-based instructional, the writer formulated a research question to be revealed. Therefore, the aim of this study is to answer the question as follows. What does the design of a set of a computer game-based instructional material to teach vocabulary to second grade of elementary school in SD Kanisius Sengkan look like?

C. Problem Limitation

Looking at the discussion in the background above, the writer tries to design a set of computer game-based instructional materials for the second grade students in SD Kanisius Sengkan. There are some reasons why the writer chooses SD Kanisius Sengkan. SD Kanisius Sengkan is chosen because it has enough 6 6 computers for all students in a classroom since not all elementary schools in Jogjakarta have enough computers for every student in a classroom. Besides, SD Kanisius Sengkan has taught English subject to the second grade students. The writer limits the study for children in the second grade of elementary school in SD Kanisius Sengkan in all classes class A, class B, and class C. The writer, helped by an IT Programmer, designs a new educative flash game a game that using flash program that has not been existed yet because after looking for the educative game in the internet, there are no appropriate English educative games for Indonesian children. Most of the games in the internet are too difficult for the beginners. Knowing that vocabulary is very rich and various, the writer also limits the kinds of vocabulary that is used in the game by adapting Rainbow 2A book as the basic of designing the game. Because the game is aimed to be used as alternatives in teaching and learning activities, the topics and vocabulary are made similarly to the students ‟ handbook Rainbow 2A in SD Kanisius Sengkan. The writer realizes that she needs some times to make the most appropriate activities for the second grade of elementary school students because there is no English subject according to the both Curriculum 2013 and Curriculum 2006. English in school is used as an extracurricular subject or compulsory subject. Therefore, the material and activities in the game do not deviate from the course outline. 7 7

D. Research Objectives