by all respondents, (2) Media is interesting or students
(3) It is easy to use by the target users of Primary
Education level students, (4) This media has a visual
display quality (Interfacing), visual clarity and quality
of image, (5) This media has sound quality (Music &
Sound Effect), clearly heard by the user, and right in
the selection of his voice, (6) There are facilities
(Tool Navigation) that can be used well, there is no
operation problem, (7) on the asset of interactivity
(program response to user activity), (8) There is a
conformity of this Game with the Character
Education Content (9) There is an authenticity aspect
of the program (Originality) and (10 Substance games
have conformity with the education and not deviate
from the rules and elements of SARA.
4 DISCUSSION
The Games Model is a computer-based learning
model using game formats, which aims to provide an
atmosphere or environment that provides learning
facilities to enhance students' abilities. For learning
games, it is better known as Instructional Games has
a Basic Component as a generator of motivation by
raising a way to compete to achieve the expected
learning objectives.
Nowadays more games are used as a means of
playing for children, games on the market are not
enough to have the educational content, but the
interest of children to play games is very high.
Instructional games attempt to present a game that
remains attractive for students but also has a high
learning element. Instructional Games is quite
developed in developed countries, for example:
Decimal dart, How the west was on, Ordeal of Hang
Man, Rocky Boot, Archaeology search and others.
From the examples of instructional games, the
characteristic of the games model is illustrated.
Soft skills can be interpreted as a person's
performance in interpersonal skills and intra-personal
skills that can maximize one's performance. Here are
some examples that included in the skill set up its own
are: (a) transforming character, (b) transforming
beliefs, (c) change management, (d) stress
management, (e) time management, (f) creative
thinking processes, (h) goal setting and life purpose,
(i) accelerated learning techniques, etc. Examples of
skills in dealing with others include: (a)
communication skill, (b) relationship building, (c)
motivation skills, (d) leadership skills, (e) self-
marketing skills, (f) negotiation skills, (g)
presentation skills, (h) public speaking skills.
According to Bloom, et al. Learning outcomes are
grouped into three: cognitive, motoric, and affective.
Affective is associated with "feelings, emotions,
value systems, and attitude." This affective goal can
be detailed from a simple "pay attention to a
phenomenon" to a complex that is an internal factor
of a person like personality and conscience. Affective
taxonomy was developed by Krathwohhl, et al. They
develop affective taxonomies in five levels ranging
from (a) recognition, (b) response, (c) respect for
value, (d) organizing and up to (e) practice.
At the highest level the attributive (characterization)
of attributes (i.e. value of honesty, discipline, etc.) has
become an inseparable part of a person, or has
become his character. At a high rate of change such
as respect for value (valuing), organizing and
characterization of behaviors that are indicators of
achievable goals are overlapped, and cannot be
separated expressly. This suggests that although
conceptually these levels can be separated, the
formulation of objectives cannot be clearly
distinguished. It is precisely this that makes affective
goals difficult to evaluate whether or not to achieve.
Personal development is broader than the system of
values, morals, ethics, motivation and social
competence (all of which are attributes of affective
competence). Even expressed personal development
(self-development) is the culmination of affective
competence. The attributes of affective competence
according to Martin and Briggs include: values,
morals and ethics, attitudes, social competence,
motivation, interests, and emotions and feelings.
Many lecturers have recognized the affective domain
learning objectives (most of them are obtained
through.
5 CONCLUSION
This research can be summarized as follows: (1)
Design of computer-based Games Model using game
format, which aims to provide atmosphere or
environment that provides learning facility to develop
student's ability in attitude / soft skill aspect, is in
accordance with the profile of mobile game
application which is designed by considering aspects
and characteristics of objectives, materials, students
and the availability of facilities. (2) Procedures in
performing mobile media development in this
research through stages: (a) Conducting Need
Analysis of Mobile Game Model, (b) Conducting
Soft Skill Competence analysis. This activity
describes what soft skill competencies are needed by
the students who will be integrated with mobile
games, (c) Product Design Development, (d)
Software Development, such as programming
language and Edge Animed software, (e) Software
Testing / Validation done in stages, i.e. limited trials
involving end users and expert judgment, (f) Product
Mobile Game Education for Developing Soft Skill of Elementary School Students
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