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SKRIPSI DEVELOPING “MINIZOO EDUGAME” TEACHING MODEL FOR JUNIOR HIGH SCHOOL STUDENTS IN TAMAN KYAI LANGGENG (TKL) ECOPARK
Learning English can be more meaningful when it is linked to real-life contexts and supported by experiential learning activities. As one of the edutourism sites in Central Java, Taman Kyai Langgeng (TKL) Ecopark provides authentic opportunities for students to learn English in a more engaging and interactive way. This research aims to address the lack of interactive educational game facilities and meaningful learning experiences for junior high school students during study tours at Taman Kyai Langgeng (TKL) Ecopark. To solve this problem, this study developed a "Minizoo Edugame" teaching model. The research method used was Design-Based Research (DBR) by Plomp (2013), which consists of three phases: (1) a preliminary research phase for needs analysis, (2) a development or prototyping phase to design the product, and (3) an assessment phase to test the product’s feasibility. The data were collected through questionnaires, interviews, validation sheets, and user response forms. The collected data were analyzed quantitatively to determine feasibility percentages and qualitatively to interpret user feedback. The final product of this research is a guidebook for facilitators containing three structured adventure game missions. The results showed that the developed product is feasible for implementation. Based on expert validation, the product achieved a combined feasibility score of 86.7%. Furthermore, in the assessment phase, the model received a very positive response from its users, with an overall feasibility score of 86.2% from the junior high school students and a highest aspect score of 91.6% from the TKL operational staff. In conclusion, the "Minizoo Edugame" teaching model was found to be highly feasible in creating an engaging, interactive, and meaningful learning experience in an edutourism environment
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