Dalam game pendidikan kewirausahaan yang berfokus pada pemberian pengalaman praktis dan kognitif, personalisasi reward untuk aktivitas dalam game adalah salah satu elemen penting untuk memperkuat penyampaian materi pembelajaran. Namun, perancangan reward yang ada dalam game pendidikan seringkali tidak memiliki konsep yang baik sehingga menghasilkan suatu sistem reward yang acak dan monoton. Penelitian ini menggunakan reward yang disusun dengan konsep Appreciative Learning, yang berfokus pada hal-hal positif seperti puncak pencapaian, peluang, eksplorasi potensi dan optimisme masa depan. Aktivitas reward dengan konsep tersebut terdiri dari empat tahap, yaitu Discovery, Dream, Design dan Destiny. Personalisasi reward dilakukan dengan pengaturan perilaku reward oleh agen cerdas yang berjalan dalam keempat tahap tersebut. Agen cerdas bekerja dalam lingkungan game yang diskrit, deterministik dan statis. Agen cerdas akan mempunyai pengetahuan mengenai model lingkungan dan kondisinya. Perilaku agen cerdas dimodelkan menggunakan Finite State Machine. Penelitian ini menghasilkan perilaku reward dinamis pada lingkungan game pendidikan kewirausahaan yang dirancang dengan konsep Appreciative Learning. Kata kunci—reward, agen cerdas,game pendidikan, kewirausahaan, Appreciative Learning.
The objective of this research is to find out the students’ ability and the students’ problem in translating narrative text from Bahasa Indonesia into English in the fifth semester at the English education program of Universitas Bengkulu. This research was descriptive quantitative approach. The population of the research was the students’ from the fifth semester of English education study program. The samples were 49 students. The data of this research were collected by using test and interview.The data analysis was done by using Waddington range for students’ translation score table (2001). The result of the research showed that, the percentage of students’ ability in translating narrative text from Bahasa Indonesia into English was 61.22 % in level 3. It means that more than half of the sampels were in adequate level. Based on the interview the students’ problem in translating narrative text from Bahasa Indonesia into English was mostly in lexical and grammatical. Overall, the fifth semester students of English education study program of Universitas Bengkulu were able to translate the narrative text from Bahasa Indonesia into English
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