Proceedings of the 2nd International Conference on Progressive Education, ICOPE 2020, 16-17 October 2020, Universitas Lampung, Bandar Lampung, Indonesia

Research Article

Le tour de culture: Innovation of Snake Ladder Game Based on Computer and Android for Indonesian and French Intercultural Learning

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  • @INPROCEEDINGS{10.4108/eai.16-10-2020.2305196,
        author={Sri  Handayani and Dwi  Astuti and Tri Eko Agustiningrum},
        title={Le tour de culture: Innovation of Snake Ladder Game Based on Computer and Android for Indonesian and French Intercultural Learning},
        proceedings={Proceedings of the 2nd International Conference on Progressive Education, ICOPE 2020, 16-17 October 2020, Universitas Lampung, Bandar Lampung, Indonesia},
        publisher={EAI},
        proceedings_a={ICOPE},
        year={2021},
        month={3},
        keywords={android game culture edutainment innovation intercultural},
        doi={10.4108/eai.16-10-2020.2305196}
    }
    
  • Sri Handayani
    Dwi Astuti
    Tri Eko Agustiningrum
    Year: 2021
    Le tour de culture: Innovation of Snake Ladder Game Based on Computer and Android for Indonesian and French Intercultural Learning
    ICOPE
    EAI
    DOI: 10.4108/eai.16-10-2020.2305196
Sri Handayani1,*, Dwi Astuti1, Tri Eko Agustiningrum1
  • 1: Universitas Negeri Semarang
*Contact email: srihandayani@mail.unnes.ac.id

Abstract

In the new era of education, the learning process cannot be done just face to face and using outdated and outdated media and strategies. It takes media innovation and online and offline learning strategies. The strategy in question is the edutainment concept, which is the integration of entertainment in the learning process to create an entertaining and enjoyable atmosphere. In addition to strategy, technology-based learning media has an important role in improving the quality of education. This article describes the results of development research to create computer and android based game innovations that are used in intercultural learning between Indonesian and French. The method used is research and development which includes (1) game media needs analysis, (2) game development for intercultural learning (3) game validation. The product made is Le Tour de Culture, which adopts the snake and ladder game, and is compatible with computers and androids. There are twenty-five game squares in the game. Fifty Indonesian and French cultural products including landmarks, specialties, transportation systems, are loaded with visualized images and explanations. The legibility test results showed that the validators and respondents easily understood the game with an average score of 80%. Based on the explanation that has been done, the computer-based snake and ladder game, android mobile media for intercultural learning are declared valid, and this game has very good qualifications.