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6. Determine the method of checking
The researcher finds a method of checking to the outcome of the game. In this study, the researcher asks a media specialist for check the designed game.
7. Design and gather the materials
The researcher gathers material for the game construction. The researcher considers several appropriate materials to design the over-sized Snake-Ladder
game. The researcher chooses attractive material, functional material, safe material, and long-lasting material to design the over-sized Snake-Ladder game.
8. Define the players’ role
The researcher describes the roles of the students of TK Kanisius Kotabaru, Yogyakarta
as the tokens and the players of the over-sized Snake-Ladder game. The description of the players` roles is stated in the game instruction.
9. Decide upon the procedure and time
The researcher makes brief rules of playing the over-sized Snake-Ladder game clear. The rules include the time frame to play the game.
10. Trial game
The researcher asks the English teacher of TK Kanisius Kotabaru, Yogyakarta,
an English practitioner, and the English lecturer of Sanata Dharma University for validate the game first to see if there are mistakes and or problems.
The researcher additionally provides a questionnaire to validate the over-sized Snake-Ladder game.
Then the researcher conducts a trial game to the designed game. The participants are the students of TK Kanisius Kotabaru, Yogyakarta.
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11. Evaluation
The researcher revises the over-sized Snake-Ladder game based on the suggestions of the experts’ validation from the English teacher of TK Kanisius
Kotabaru, Yogyakarta, an English practitioner, and the English lecturer of Sanata
Dharma University. Morover, the results of the trial game also become the important considerations to revise the designed game.
The second objective is to present the design of the over-sized Snake- Ladder game. In this study, the researcher adapts some basic concepts of Snake-
Ladder games such as the layout of the game and the dice as the additional tool. The rules of playing the over-sized Snake-Ladder game are similar to other
Snake-Ladder games. A snake’s head is to go down, while the foot of ladder is to go up Lee, 1986. However, the content of the over-sized Snake-Ladder game is
integrated with the guidelines of the English teacher of TK Kanisius Kotabaru, Yogyakarta.
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CHAPTER III METHODOLOGY
This chapter provides a more detailed explanation of the methodology which was implemented in this research to find answers to the problems stated in
the first chapter. The chapter consists of six parts, namely research method, research setting, research participants, instruments and data gathering technique,
data analysis technique, and research procedure.
A. Research Method
In this study, the researcher applied Research and Development RD as method to answer two questions in problem formulation, which are 1 how to
design the over-sized Snake-Ladder game to introduce English vocabulary to support the development of multiple intelligences among kindergarten students,
2 how the design of the over-sized Snake-Ladder game. According to Borg and Gall 1983, RD is a process used to develop and
validate educational products p. 772. It called RD cycle Borg Gall, 1983. The researcher focused on two 2 important aspects of RD namely the
development and validation of an educational product. The product itself means both material objects, such as textbooks and instructional films, as well as
immaterial objects, i.e. the method of teaching and the method to organize instruction Borg and Gall, 1983. In this study, the product referred to an over-
sized Snake-Ladder game. The researcher chose RD as the method of research,