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Rhyme House Game Development With Apk Extension As Learning Media for Writing Poetry on the Network
Author(s) -
Ariva Luciandika,
Nita Widiati,
Dewi Ariani
Publication year - 2022
Publication title -
wacana/wacana
Language(s) - English
Resource type - Journals
eISSN - 2722-1490
pISSN - 2085-2053
DOI - 10.29407/jbsp.v5i2.17549
Subject(s) - rhyme , presentation (obstetrics) , computer science , multimedia , poetry , mathematics education , feeling , key (lock) , psychology , literature , art , computer security , radiology , medicine , social psychology
In learning to write poetry, students can express ideas, feelings, experiences, and imaginations through writing activities. The urgency of this research is to develop a digital game module called Rumah Sajak that can be used independently by students so that it is feasible to implement in terms of content, presentation systematics, language, and appearance. The development design used is the C-ID- Constructivist Instructional Design model with a constructivist approach to R2D2 work patterns. The structure of the C-ID model consists of 4 stages, namely (1) define, (2) design, (3) development, and (4) dissemination. From the validation results, the average content component score was 87.1%, presentation systematic was 86.6%, language was 85.8%, and display was 87.2%. Thus, the game is worth implementing.

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