Theoretical Framework REVIEW OF RELATED LITERATURE

28 28 vegetables, and animals, while the materials for the second semester are food and drinks, days, toys, and transportation. The materials in the game are adjusted with the materials that are used in SD Kanisius Sengkan based on Rainbow 2 English Book.

B. Theoretical Framework

The focus of this study was on designing an educative computer game about vocabulary materials. It was to help the students for second grade students of SD Kanisius Sengkan had fun and enjoyable English vocabulary learning through moving the materials in the book into a form of game. In the first section, the writer has explained the theories that would be used in this study. The theories should be the basic for the writer to design a set of computer-based game using Macromedia Flash Software to facilitate the learning activities. This section would discuss the theoretical framework of this study. The researcher conducted an analysis to prepare developing the design. The target of the analysis was the learners; the thing that needed to be developed was the learning activities; and the facilitation was the media. Designing learning activities for children should be well-prepared. The researcher should understand about the curriculum and the standard competence and basic competence to make lesson plan, the objectives, the indicators, the content of the designed material, and the appropriateness with the students‟ characteristics. Therefore, the researcher started from seeing the school curriculum. SD Kanisius Sengkan used 29 29 Curriculum 2006 Muatan Lokal as their basis to hold learning activities included the standard competence and basic competences. This curriculum, standard competence and basic competences would be the foundation in designing the activities. In curriculum 2006, the students were supposed to be able to listen, speak, read, and write. These skills should be the consideration for the researcher to plan and set the goals to obtain successful learning in the whole activities through designed-game. Since this research is dealing with children, knowing the students‟ characteristics was very needed to develop the designed-material. Children had 5 characteristics that should be understood by the teacher and researcher which are stated in Child Development Seminar 1990. The researcher would utilize children‟s general characteristics which had interests, very active, and enthusiastic. Beside, the researcher would also consider children‟s mental characteristics which were very curious about new thing. It was used to set the interesting designed-game to play. Children had their own way in developing their right and left brain‟s skill or learning new things. Moreover, children showed memorizing strategies such as repeating items and elaboration. This would be the consideration in choosing the best main activities to learn. To maximize the delivering materials, the researcher would design the activities that improve left brain language skill and right brain especially visual imagery Ryan, 1993 or visual spatial and linguistic intelligences according to Prihantoro 2013. Since 30 30 language skill that would be developed was vocabulary, the researcher explained about the vocabulary in this research. Learning vocabulary was the main activity in this research that would be designed by the research in a form of a game. Vocabulary was very rich and the researcher should understand what kind of vocabulary that could be used by the children. However, since it is transferring the materials from the handbook in a form of a game, the process of adding the vocabulary is helpful. Here the researcher used vocabulary theories from Sumardi 1974 and Bukatko 2008 about the children‟s way of studying. The researcher should filter the vocabulary which was frequently used and learnable for children. Since there were a lot of ways to learn vocabulary, the re searcher chose to employs Suyanto‟s theory 2007. It focused on learning vocabulary through listening and speaking. Listening and speaking about the vocabulary would be the main activities in the designed game. The students still read the materials in the game, but it is helped by the provided recording there. The classroom activities that would be designed should let the students practice more in listening and speaking. The researcher also put the materials in the media so it let the students had independent learning and dag their own curiosity. By doing independent learning, the students had the opportunity to practice more by listening and speaking. The speaking and listening could be divided in some task, so the students did not feel bored. Since the learning process relied on a media, the researcher also explained the use of media in the research. 31 31 Teaching aid was the main facilitation for children to do the classroom activity. Teaching aids in learning process were various. The researcher applied stimulation devices in a form of computer-game instruction Rohani, 1997. This was the combination of all teaching sources from moving pictures and sounds. The researcher in developing the designed-game should obtain the appropriate pictures and produced correct sounds to be published. The stages in designing the instructional materials through educative game can be seen in this following Figure 2.1. below. Figure 2.1 Steps in Conducting Study Since the construction of the theoretical framework has been finished, the next step that was taken by the writer in this study was by defining the methodology of the study. School Curriculum 2006 Muatan Lokal Children theory Teaching vocabulary theory Teaching aid theory Research problem Vocabulary materials through speaking and listening activities 32

CHAPTER III METHODOLOGY

This chapter is the methodology used in designing a set of computer game- based instructional materials to teach vocabulary for second grade students in SD Kanisius Sengkan. The methodology is presented to answer the question in the problem formulation which is what does the design of a set of a computer game- based instructional material to teach vocabulary for second grade of elementary school in SD Kanisius Sengkan look like. In detail, the methodology covers the research method, the respondents, the instruments, data gathering, the technique of analyzing data, and the procedures in implementing the methodology.

A. Research Method

To achieve the research objective, the writer employed RD method. Research and Development RD according to Borg 2005 is a process used to develop and validate educational products. RD consists of some cycles to validate the educational products, including testing the educational products and making the revision of the products to reach its objectives. In developing educational product, designer has many ways to design the educational development. In this study, the designer used instructional design theory. Instructional design according to Culatta 2013 is the process by which instruction is improved through the analysis of learning needs and systematic development of learning materials. Instructional designers often use technology