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48 The second questionnaire was distributed to the teachers of SD Kanisius
Sengkan and lecturer of Sanata Dharma University as the material validation. This questionnaire was similar to the firs questionnaire which used open-ended
questions. The analysis was also in a form of description. The result itself was used to get the appropriateness of the designed-game with what they needed. After
finishing analyzing, the researcher revised the designed-game.
2. Data for Classroom Observation Analysis
The researcher analyzed the classroom observation result by utilizing qualitative approach. The analysis of the classroom observation was stated in the
descriptive form. The researcher filled the checklist of the classroom activities, teacher‟s ability, and the school facility. The researcher used observation check
lists item which were divided into three parts. Those were the attitudes of the students and teacher, the learning process, and the facilities. The study used
classroom observation without joining the classroom activities. The researcher sat down in the back to see the condition and activities in the classroom. It was to
know the condition of the children, the teacher, and the facilities in the classroom. By doing this classroom observation, the researcher knew how the students
responded the teacher‟s instruction, how they worked with friends, how the students in that age studied new material. The purpose was the researcher knew
better about the students who became the objects of the research. The results on the checklist data was done to be the consideration in making the appropriate
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49 learning activities in the developed games. The researcher could make the
appropriate activities based on the real condition.
3. Data for Interview Analysis
The interview analyzed by utilizing qualitative approach. The analysis of the interview result was stated in descriptive form. It was done to the students.
There were 30 students who were interviewed and the results were recorded. The result would be in a form of coding analysis. In the research, the coding scheme
was used to find the clues about what the students felt. The researcher asked simple questions about the students‟ feelings, problems, and responds when
playing the game. T his aim was to collect students‟ opinion about the designed
game. Their complaints and responds about the game became the feedbacks for the designer to revise the designed game. The result was used to be the basis in
revising the designed game.
F. Research Procedure