KnE Social Sciences

ISSN: 2518-668X

The latest conference proceedings on humanities, arts and social sciences.

Implementation of an Android-Based Application as a Thematic Interactive Learning Media for English Subjects

Published date:Mar 11 2021

Journal Title: KnE Social Sciences

Issue title: Annual International Conference on Language and Literature

Pages:524-540

DOI: 10.18502/kss.v5i4.8709

Authors:

Ken Diva Gusti ArirangTelkom University, Bandung, Indonesia

Pikir Wisnu Wijayantopikirwisnu@telkomuniversity.ac.idTelkom University, Bandung, Indonesia

Ely RoselyTelkom University, Bandung, Indonesia

Abstract:

This study aimed to introduce an Android-based application that provides a thematic interactive learning media for English subjects. This application facilitated 1st grade elementary school students to answer questions in a more interactive and fun way as part of their 2013 curriculum. The waterfall method was used to design the application, starting from the requirements, design, implementation and verification. The results of implementing this application were that the students could interact and work directly on the practice questions submitted by the teacher. They also could review the exercise questions anytime and anywhere. The application also stored the test results so these could be seen by parents. Therefore, the application could stimulate the students’ creativity and enthusiasm for learning both at school and at home.

Keywords: Android-based application and thematic interactive learning media

References:

[1] Gangaiamaran, R. and Pasupathi, M. (2017). Review on Use of Mobile Apps for Language Learning. International Journal of Applied Engineering Research, vol. 12, issue 21, pp. 11242–11251.

[2] Kacetl, J. and Klimova, B. (2019). Use of Smartphone Applications in English Language Learning-A Challenge for Foreign Language Education. Education Sciences, issue 9, p. 179.

[3] Klimova, B. (2019). Impact of Mobile Learning on Students’ Achievement Results. Education Sciences, issue 9, p. 90.

[4] Krisnawan, G. N. A. (2015). Rancang Bangun Aplikasi Game Edukasi Bahasa Inggris Untuk Anak Berbasis Android. Prosiding Konferensi Nasional Sistem & Informatika. Bali: STMIK STIKOM Bali. Indonesia, 9-10 October; pp. 955-960.

[5] Susanto, R. and Andriana, A. D. (2016). Perbandingan Model Waterfall dan Prototyping Untuk Pengembangan Sistem Informasi. Jurnal Unikom, vol. 14, issue 1, pp. 41–46.

[6] Wijayanto, P. W. (2018). Bridging the Gap Between the Students and Teachers’ Perspectives on the Learners’ Needs to Prepare the English Course Materials. Presented at 1st Annual International Conference on Language and Literature. Medan: Universitas Islam Sumatera Utara, Indonesia, 18-19 April 2018, pp. 669–680.

[7] Wijayanto, P. W. and Hernawati, E. (2018). Designing Android-Based Mobile Application for Language Learning (MALL) for the National Exam Simulation. Jurnal Edukasi dan Penelitian Informatika, vol. 5, issue 2, pp. 223-229.

[8] Wolfson, M. and Felker, D. (2013). Android Developer Tools Essentials: Android Studio to Zipalign, Cambridge: O’Reilly Media, Inc.

[9] Yudistira, Y. (2011). Membuat Aplikasi iPhone Android & Blackberry Itu Gampang. Jakarta: Mediakita.

[10] Yuliawati, L. (2018). Pemanfaatan Mobile Assisted Language Learning (MALL) Melalui Aplikasi Berbasis Android dalam Pembelajaran Bahasa Inggris Secara Mandiri. Presented at Prosiding Seminar Nasional KALUNI. Jakarta: Gedung Guru DKI Jakarta, Indonesia, 28 April 2018, pp. 60-65.

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