Abstrak
ABSTRACT Muhammad Iqbal, NIM 2313.093 “A Development of Vocabulary Instructional Media Based on DGBL In Second Grade Students of MTs Diniyah Pandai Sikek”. A Thesis, IAIN Bukittinggi, 2019. Vocabulary is one of the most important component that should be mastered by students to learn english. One way that can be used by the teacher as a medium to improve the students vocabulary mastery is by using educational digital game in the classroom that is well-known as digital game-based learning (DGBL). This is essensial nowadays since in this digital era, many children like to play game. However, the English teacher of MTs Diniyah Pandai Sikek still tend to use conventional media such as course book and whiteboard only. As the result the researcher found that the students are still low in vocabulary mastery. It happened because the media used by the teacher is not yet able to engage the students’ interest and motivation. From that situation, the researcher assumed that the teacher really needs a kind of media that is capable to change that situation; such as using a digital game in the classroom in order to improve the student’s motivation. In order to solve the problem, the researcher tried to create an application as a teaching media that can be used by the teacher to improve the learning process, so then the teacher can present the material through this media. The media that is as the final product of this research is a kind of computerized application that holds a collection of vocabulary games as a media that can be used by the English teacher of MTs Diniyah Pandai Sikek to upgrade the learning tool and to improve the learning process in interesting and relaxing way. The kind of the research is research and developement (R&D) as a kind of educational research that is innovative, productive, and meaningful. The development model used in this research was Multimedia Development Life Cycle (MDLC) by Luther-Suttopo (2003). This model encompasses 6 stages which as proposed are: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The Applications used by the researcher were Wondershare Quiz Creator and AutoPlay Media Studio 8 as the main software, and Adobe Photoshop CS 6, Paint Brush, and Format Factory as supporting software. In order to make a quality product, an evaluation is required. The instrument that was used to evaluate the product was questionnaire that consist of some criteria. They are product validity, product practicality, and the effectiveness of the product. This questionnaire was filled in by an English teacher of MTs Diniyah Pandai Sikek as the expert. From the product evaluation result, the overall product is excellent. It can be showed from the data achieved where the product validity is 80% that is between the percentage 61%-80% with the criteria is good, product practicality is 76% within the percentage range between 61%-80% with the criteria is good and the effectiveness of the product is 92% within the percentage range between 81%-100% with the criteria is very good.