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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
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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
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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.
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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
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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