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English Teaching By Creating Game Made By Microsoft Power Point

Delyana
Master’s program in English Language Education graduate school
Widya Mandala Catholic University Surabaya
delyanaeb14@gmail.com

Abstract: Teacher must be creative and use media creatively in teaching


Keyword: Game, PowerPoint, English Teaching

INTRODUCTION
1. Background
From year to year, the development of technology is increasing rapidly and continuously
giving new ideas. Creative ways are increasingly being introduced both offline and online. This
also has an impact on the world of education, especially in English teaching strategies.
Therefore, the availability of a lot of media on the internet makes teachers have to be more
creative.

2. Literature Review
2.1. The use of media
Over time, the way to teach in the world of education is increasingly developing. Not
only teaching and learning by using books, but also using other learning media. When talking
about Medias in general, they are teaching and learning tools. They are everything that can be
used so as to facilitate the process of learning and to stimulate thoughts, feelings, concerns and
abilities or skills of learners (“Definition of Learning Media,” 2013). They support the process of
teaching and learning by providing visual thing, audio-visual, another source, and so on.
According to Harmer (in Indah, 2013), stated that “a range of objects, pictures and other
things that can be used as instructional media to present and manipulate language and to involve
students in the activities.” Therefore, the use of media is important in learning teaching in
classroom. Other definition also comes from Briggs (in “Definition of Learning Media,” 2013)
that state that media is “a physical means of learning media to deliver content / learning materials

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such as books, movies, videos and so on.” The media used can be seen around students easily
and perhaps it can be familiar. Related to nowadays, based on National Education Association
(in “Definition of Learning Media,” 2013) said that “learning is a means of communication
media in print and point of view heard, including technology hardware.” It means that learning
needs an involvement of media to support the process.
Besides supporting the teaching and learning process, the media also has other
advantages. Media teaching in the process of teaching and learning can arouse new desires and
interests, generate motivation and stimulation of learning activities, and even bring psychological
influences on students. Based on the opinion of Kemp and Dayton in AsikBelajar.com, n.d., they
identified there are several benefits of media in learning, as follows:
1. Submission of subject matter can be uniformed.
2. The learning process becomes clearer and more interesting.
3. The learning process becomes more interactive.
4. Efficiency in time and effort.
5. Improving the quality of student learning outcomes.
This study uses a game created by the author using Microsoft Power Presentation
software. The use of this media is closely related to Computer Assisted Language Learning
(CALL). Application of educational technology media in teaching and learning can help teachers
to communicate interesting information for students (Sakat et al., 2012).

2.2. Computer Assisted Language Learning (CALL)


The definition of Computer Assisted Language Learning (CALL) which is stated by
Davies (2016) is an approach to teaching and learning languages in which computers are used as
aids for “the presentation, reinforcement, and assessment of material” to be studied, including
“substantial interactive elements”. CALL has addressed the issue of "material design,
technology, pedagogical theory and modes of teaching" (Beatty, 2003). Material created for
language learning and computer-based adapting material, videos, and other materials are
included in the CALL.
Computer in language learning and teaching can be as tutor for language drills or skill
practice, as a tool for writing, presenting and researching, and also as a medium of global
communication (Chen, n.d.). CALL includes the application of various information and

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communication technologies for language teaching and learning, ranging from traditional to
contemporary models, such as the use of virtual learning environments (VLE) and web-based
distance learning.
The appearance of CALL can give a new colour in the process of teaching English and
increase the interaction of learning between students and teachers. CALL can increase learning
interactions, both students and instructors, or students with other students and with learning
material (enhance interactivity) (Amin, 2016). Computer Assisted Language Learning in its
development is expected to be a fun activity and a process for managing alternative software so
that it can increase student motivation to follow the process of teaching English, and encourage
students to be active and innovative in using technology. Because it cannot be denied that in the
future more students will interact intensively with computers.
Reasons, why teachers of English Language Teaching (ELT) use CALL, include:
computers can do some teacher work and are very helpful to students even without a teacher
present. In this era, new computer technology has been created that is smaller, faster, and easier
to operate for teachers. This software has also been designed to load multimedia, combining
video, sound and text, and this capacity allows students to interact with teachers, software, and
other students. Computers offer the flexibility to obtain individual learning, help choose content
that suits an individual's learning style, and provide a communicative learning
environment(Amin, 2016).
This study uses Microsoft PowerPoint 2007 as media to teach English. The content is a
game. This game is made by author to evaluate whether the handmade game can be one of
effective media in learning

2.3. Homemade PowerPoint Game


Over time, the learning media is also growing. It is not impossible if simple software can
be very useful. For example, Microsoft PowerPoint is commonly used as a presentation tool to
show important points. Microsoft PowerPoint or Microsoft Office PowerPoint or PowerPoint is a
computer program for presentations developed by Microsoft in their office application packages,
Microsoft Office, in addition to Microsoft Word, Excel, Access and several other programs.
PowerPoint runs on a PC based on the Microsoft Windows operating system and also
Apple Macintosh which uses the Apple Mac OS operating system, although initially this

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application runs on the Xenix operating system. This application is very widely used, especially
by offices and business people, educators, students, and coaches. Starting with the version of
Microsoft Office System 2003, Microsoft changed the name from previous Microsoft
PowerPoint to Microsoft Office PowerPoint. Then, in Office 2013, the name was shortened to
PowerPoint.
The resulting learning media will be quite interesting because it has several facilities such
as:
1. Enter text, images, sound and video
An important facility of this application program is the facility to display text. With this
facility program makers can display various texts for various purposes, for example for
learning to write, read or learn others. It is also equipped with picture, sound and video
display facilities to clarify the material presented.
2. Make an attractive appearance
There are several facilities provided to make it look attractive. The first facility is the
background. Background will beautify the look of the program. Another facility that will
make the display more attractive is the animation facility. With this facility images and text
will appear on the screen in various ways to appear.
3. Make a hyperlink
Hyperlinks or relationships in one program will allow providing direct feedback.
Relationships with other programs will enrich supporting facilities as well as in the learning
process and relationships with the internet will open up a wider range of learning
possibilities, personal and authentic. This facility is very important and very supportive, with
hyperlinked programs being able to connect to other programs or to the internet network.
If this application is studied further, many features can be developed and made creatively
into a game. This game is usually named the Homemade PowerPoint Game. Based on Siko &
Barbour (in Oktaviani, Santoso, & Hiltrimartin, 2017) “a homemade PowerPoint game is a game
constructed using MS PowerPoint”.
PowerPoint games are created and designed by researchers based on PowerPoint criteria.
The criteria for PowerPoint games according to Polly (in Oktaviani et al., 2017) are:
1. Student interests: Students will be interested in all aspects of the game.
2. Valuable for the education process; Games can improve student understanding.

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3. Components of the game; all materials, instructions, stories, and objectives are displayed via
PowerPoint.
4. Creativity and work; Unusual game ideas, using various technical abilities, stories, and
creative parts of the game.
This research is in the form of Project-based learning. Students are given homework to
write some questions and think of narratives for the game. Then, students begin to build a game,
which involves completing the number of questions needed. The teacher shows students how to
create action buttons in MS PowerPoint, which is usually the only technical instruction required
in the entire design process. When students finish the game, they spend the remaining time in
class debugging their own games. On the last day of the project, the teacher invites students who
have finished playing other group games and provides another level of error checking. Students
usually shop for assessment within a few days after project completion

2.4. Constructivism
This research uses constructivist understanding. Constructivism is basically a theory -
based on observations and scientific studies - about how people learn (Thirteen.org, 2004). It is
said that people build their own understanding and knowledge of the world, through
experiencing things and reflecting on those experiences. When something new is discovered, it
must be reconciled with previous ideas and experiences, maybe changing what is believed, or
maybe discarding new information as irrelevant. However, we are active creators of our own
knowledge. To do this, one must ask, explore, and judge what is known.
In the classroom, the constructivist view of learning can point towards a number of
different teaching practices. In the most general sense, it usually means encouraging students to
use active techniques (experiments, real-world problem solving) to create more knowledge and
then to reflect on and talk about what they are doing and how their understanding is changing.
The teacher makes sure she understands the students' pre-existing conceptions, and guides the
activity to address them and then build on them (Thirteen.org, 2004).
This study is project-based learning. The project is to encourage students to make a game
with power point to support their material in learning English. This project is one of
constructivism concept in learning English.

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2.5 Project-Based Learning
Projects are complex tasks, based on challenging themes, which involve students in
designing, solving problems, making decisions, or investigating activities; provide opportunities
for students to work within the scheduled time period in producing the product (Pendidikan
Kewarganegaraan, 2018). Project Based Learning is a learning method that uses projects /
activities as a medium. Learners explore, assess, interpret, synthesize, and information to
produce various forms of learning outcomes. Project based learning is a student-centered
learning model for conducting an in-depth investigation of a topic. Students constructively
deepen learning with a research-based approach to problems and questions that are weighty, real,
and relevant.
According to Rahmani (2017), the objectives of project based learning include:
1. Improve the ability of students in solving project problems
2. Acquire new knowledge and skills in learning
3. Make students more active in solving complex project problems with tangible product results
4. Develop and improve learners' skills in managing materials or tools to complete assignments
or projects
5. Increasing student collaboration, especially in PBL group.

In the implementation of Project Based Learning there are several roles for teachers /
educators and students in implementing Project-Based Learning stated by Ikhsanudin (2014),
including:
1. The Role of the Teacher
a) Plan and design learning.
b) Make learning strategies.
c) Imagine the interaction that will occur between the teacher and students.
d) Looking for students uniqueness.
e) Assess students in a transparent manner and various kinds of assessments.
f) Make a portfolio of student work.
2. The Role of Students
a) Using the ability to ask and think.
b) Doing simple research.

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c) Learn new ideas and concepts.
d) Learn to manage your time well.
e) Conducting individual / group learning activities.
f) Apply learning outcomes through action.
g) Conduct social interactions (interviews, surveys, observations, etc.).
Assessment of learning using the Project Based Learning method must be carried out
thoroughly on the Attitudes, Knowledge and Skills obtained by students in implementing
project-based learning.

2.6. The Roles of Game for Students


The use of games in learning currently tends to develop in the world of education with
educational games that involve games or games in the learning process. According to
Blogbelajarmengajar.wordpress.com (2016) some important points of the game's benefits were
also raised at the Computer Assisted Language Learning (CALL) forum as follows:
1. The type of games that demand problem solving strategies can improve children's cognitive
abilities.
2. Men and women who were trained to play video games for 1 (one) month showed an
increase in memory tests, and the ability to perform various tasks (multi-task).
3. Video games can make players sharpen their thinking.
4. Demanding children to be more creative.
5. And also children are required to learn to make decisions from all actions taken.
6. Build the spirit of teamwork or teamwork when played with other gamers in multiplayer.

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