id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
erjee-1605	Dukut, Ekawati Marhaenny	THE LOCAL-GLOBAL INNOVATION OF AN INDONESIAN TOEFL-LIKE GAME: A CULTURAL HYBRIDITY MODEL	2019	12	.pdf	application/pdf	7433	316	55	A research on Mobile Games Trend in Indonesia 2017: Behavior of Mobile Games Usage (Nusaresearch, 2017) reports that 518 samples of 17-49 year-olds citizens enjoy their free time playing mobile games are reported to rely on Android platform. Surati (2014, p. 11) continues to explain that an educative game has the following SWOT analysis: it has a (1) Strength, because it can increase learning motivation, (2) Weakness, because not all schools have a computer lab or allow students to use game gadgets in class and some children still prefer to play games outside, (3) Opportunity, because it is played by all ages in the evening at home or at school to support learning activity, (4) Threat, because it is easily distracted with other gadgets, like interesting TV channels.	cache/erjee-1605.pdf	txt/erjee-1605.txt
