Development of The Word Candy Game as a Media to Improve Chinese Vocabulary
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Cecep Lumintang, Dian Yuni Pamuji, Retno Purnama Irawati

Development of The Word Candy Game as a Media to Improve Chinese Vocabulary

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Introduction

Development of the word candy game as a media to improve chinese vocabulary. Discover the 'Word Candy' game, an innovative learning media developed to enhance Chinese vocabulary mastery for students. This R&D study validates its high feasibility through expert evaluation.

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Abstract

This research is motivated by the learning media in the Chuji Hanyu Xiezuo Shang class which not yet using learning media in the form of games, this makes an opportunity to develop new innovations to support teaching and learning activities in the form of Word Candy game to improve mastery of chinese vocabulary. The objectives of this research are: 1) Describes the needs of students for Word Candy media in improving vocabulary mastery, 2) Describes the results of the prototype development of Word Candy media in mastering Chinese, 3) Describes the results of expert validation of Word Candy media in mastering vocabulary in learning Chinese. This study uses the Research and Development (R&D) method with five stages, namely: 1) potential and problems, 2) data collection, 3) product design, 4) design validation, and 5) design revision. Based on the needs analysis, it shows that Word Candy media is approved as a learning medium by both lecturers and students. Proven by the results of validation from media experts getting an average value of 88.4 with a score of 4 which is said that this media is very feasible to use, while validation from material experts shows an average value of 88.5 with a score of 4 which is included in the category of very feasible/appropriate to use as a learning medium. After that, the media was improved according to the suggestions given by media experts and material experts.


Review

The paper, "Development of The Word Candy Game as a Media to Improve Chinese Vocabulary," addresses a pertinent gap in language education, specifically the need for engaging learning media in Chinese vocabulary acquisition. The motivation for this research stems from the observed absence of game-based learning tools in the "Chuji Hanyu Xiezuo Shang" class, presenting a clear opportunity for innovation. The authors aim to develop a novel educational game, "Word Candy," to enhance Chinese vocabulary mastery. The stated objectives are threefold: to describe the identified student needs for such a game, to detail the results of the prototype development, and to present the outcomes of expert validation for the proposed media. Employing a Research and Development (R&D) methodology, the study follows a five-stage process encompassing potential and problems identification, data collection, product design, design validation, and design revision. The initial needs analysis phase revealed strong approval from both lecturers and students for the "Word Candy" media, indicating a clear demand for the proposed solution. Crucially, the prototype underwent rigorous expert validation. Media experts provided an impressive average score of 88.4 (out of a possible 4, indicating "very feasible"), while material experts similarly rated the media with an average of 88.5 (also a score of 4, signifying "very feasible/appropriate"). These robust validation results underscore the perceived quality and appropriateness of the developed game, further supported by the subsequent revision based on expert feedback. Overall, this abstract presents a well-structured and methodologically sound approach to developing an innovative learning tool. The clear identification of a problem, the systematic R&D process, and the robust expert validation provide a strong foundation for the "Word Candy" game. The high feasibility scores from both media and material experts are particularly encouraging for its potential utility. However, a noticeable limitation based on this abstract is the absence of information regarding the *actual implementation* and *empirical effectiveness* of the game in improving student vocabulary mastery. While expert validation confirms design quality, future research should focus on empirical studies demonstrating the game's pedagogical impact on learners to fully establish its efficacy.


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