Designing Mobile Games Application for Digitalization of English Teaching and Learning Materials for Elementary School DOI Open Access
Agus Rofi’i, Sri Sumartini, Sigit Vebrianto Susilo

и другие.

Indonesian Journal Of Educational Research and Review, Год журнала: 2023, Номер 6(3), С. 488 - 500

Опубликована: Июль 31, 2023

The world faces rapid industrial changes in line with the revolution 4.0. These leave several challenges and opportunities to be adaptive evolve respond of times. Therefore, this research aims develop Android-based digital teaching materials support learning mobility. This study uses a development (R&D) approach. instructional design used is model Gall. method mixed methods research. Furthermore, type that will exploratory type. started qualitative activities aimed at exploring process testing hypothesis through experimental Experimental provide decision about acceptability or not hypotheses developed widely applied elementary schools. results showed based on Android games have been successfully implemented correctly; material also helps them understand being taught. Digitizing mobile can an effective alternative improving English

Язык: Английский

Eksplorasi Kebutuhan Media Pembelajaran Interaktif dalam Mempersiapkan Siswa untuk Memahami Bahasa Jawa di Sekolah Dasar DOI Open Access

Alvin Mujahid,

Munawir Yusuf, Abdul Haris Setiawan

и другие.

JIIP - Jurnal Ilmiah Ilmu Pendidikan, Год журнала: 2024, Номер 7(1), С. 20 - 27

Опубликована: Янв. 1, 2024

Eksplorasi Kebutuhan Media Pembelajaran Interaktif dalam Mempersiapkan Siswa untuk Memahami Bahasa Jawa di Sekolah Dasar adalah salah satu mata pelajaran yang harus dipelajari oleh siswa sekolah dasar karena fakta bahwa bahasa berfungsi sebagai jembatan berkomunikasi secara sosial. Oleh itu, dididik sejak kecil terbiasa berbicara sesuai dengan norma dan standar bahasa. Sebenarnya, minat terhadap daerah, terutama Jawa, mulai menurun sulit diterapkan pengaruh lingkungan mereka menggunakan sehari-hari (ngoko). sebab penelitian ini bermaksud melakukan Langkah awal yakni analisis kebutuhan media pembelajaran berbasis permainan mampu memfasillitasi belajar jawa baik teori maupun praktik. Metode jenis campuran (mixed), riset kuantitatif kualitatif. Instrument pengumpulan digunakan yaitu angket sementara kualitatif pedoman wawancara. Sampel terlibat pada terdiri atas 28 dasar, 1 informan. Presentasi desrkipsi menganalisis data hasil kuisioner Hasil menunjukkan smartphone. Mereka telah memasang berbagai perangkat memainkan penuh minat, seringkali bermain selama lebih dari 60 menit tanpa bosan. Beberapa juga menawarkan gambaran materi pembelajaran, soal, pembahasan komponen penting pendidikan. Selanjutnya, menemukan ada potensi peluang memasukkan ke Jawa. Ini akan memungkinkan memahami meningkatkan keterampilan mereka.

Процитировано

0

Canva-based Smart Apps Creator Media to Enhance Comprehension Skills of Informational Text for Third-Grade Students DOI Open Access

Ghaida Tsurayya Al Haq,

Nugraheti Sismulyasih Sb,

Panca Dewi Purwati

и другие.

International Journal of Elementary Education, Год журнала: 2024, Номер 8(2), С. 385 - 393

Опубликована: Июнь 28, 2024

Learning media, as a tool for delivering information from teachers to students, aims facilitate the teaching and learning process in school. Smart Apps Creator is software with several advantages developing interactive one of which assistance Canva application its online design application. This research create Canva-based media enhance ability understand content texts third-grade elementary schools. The method used Research Development (R&D) based on Sugiyono's Borg & Gall development model modified into eight stages, namely: potential problems, data collection, product design, validation, revision, testing, usage testing. utilizes collection techniques through tests non-tests. analysis include both qualitative quantitative analysis. material expert validation result obtained percentage 90%, 92%, categorized "highly feasible." Using activities quite effective N-gain students' outcomes reaching 0.66 (65.6%), average pre-test score increased 55 83 during (post-test). From these results, declared highly suitable sufficiently improving comprehend Indonesian language classes

Язык: Английский

Процитировано

0

Development of a Scale to Measure Children's Educational Mobile Application Usage for Foreign Language DOI Creative Commons
Derya Uygun, Mehmet Fırat

Advances in Mobile Learning Educational Research, Год журнала: 2023, Номер 3(2), С. 787 - 800

Опубликована: Авг. 2, 2023

The widespread use of mobile applications in education has led to the need for reliable and valid measurement tools assess their impact on language learning, particularly among young learners. This study investigated developmental process psychometric properties Children's Educational Mobile Application Usage Foreign Languages Scale. item pool was created by examining studies obtained from literature review. To evaluate appearance content validity scale, expert assessment which researcher developed, applied 19 experts. Consequently, experts' opinions were considered update Pilot conducted with 37 students 4th grade. Data collected 309 4th-grade conduct reliability studies. Confirmatory Factor Analysis used determine scale's construct validity. Chi-square/degrees freedom ratio is 2.54, Comparative Fit Index value calculated as .954. confirmed theoretical structure consisting 16 items three factors, compliance indices showed perfect compliance. Cronbach Alpha (α) coefficient reliability. 0.945. As a result, Scale reliable. highlights novelty being one first scales explicitly targeting children's educational application usage foreign learning. It can aid institutions developing or updating investigating relationship between other variables. While this presents valuable contribution field, it also acknowledges limitations, such sample size reliance personal statements data collection. Nonetheless, Children’s opens new avenues research potential enhance harnessing innovative technology-driven approaches.

Язык: Английский

Процитировано

1

Redesigning of Mobile Content to Enhance Learning Activities Preparation by Preschool Experts DOI Open Access
Irwan Mahazir Ismail, Mageswaran Sanmugam, Hadi Hassan

и другие.

International Journal of Interactive Mobile Technologies (iJIM), Год журнала: 2023, Номер 17(15), С. 53 - 67

Опубликована: Авг. 9, 2023

Mobile content provision at the preschool stage has grown after post-pandemic Covid-19.Preschool teachers face varying degrees of mobile technology literacy to prepare learningactivities that enhance children’s understanding and acquisition knowledge skills.Nevertheless, these have minimal exposure input elementsthat can learning. This study aims redesign model by redefiningthe required elements improve learning activities preparation for preschoolers’basic problem-solving skills in mathematics. case involves seven expertswhose data was collected using Nominal Group Technique approach. Then, InterpretiveStructural Modelling applied develop through a voting process. The techniquewas used rank from experts before running session. Thefindings revealed eleven principal be dividedinto three execution streams. results offer several implications benefitsto arena, particularly early childhood education, due its potentialto engagement, interaction, personalized experiences younglearners. These outcomes provide insights into best practices, strategies, pedagogicalapproaches optimize use devices hence,promoting effective outcomes.

Язык: Английский

Процитировано

1

Utilization of Information Technology for Communication and Learning for Students with Hearing Impairments DOI Open Access

WAGINO WAGINO,

Sujarwanto --,

Fairus Niratama

и другие.

Jurnal Pendidikan dan Pengajaran, Год журнала: 2023, Номер 56(3), С. 634 - 642

Опубликована: Ноя. 6, 2023

Information technology (IT) is important to meet the needs of students with hearing disabilities in Indonesian special schools. The purpose this study analyze use and opinion IT for communication learning impairment includes information devices such as mobile phones, smartphones, tablets. This used a stratified random sampling method register participants. Data were collected from 56 loss using self-administered questionnaire. results found that most these knew about chat applications, example, Whatsapp, Facebook, Instagram, face-to-face conversation applications. Furthermore, contact people problems by sending messages via Line apps, face-to-face. main reason why they convenience general conversation. A opinions on them agreed contributed their participation various activities, including conversations relatives friends social networks.

Язык: Английский

Процитировано

1

Designing Mobile Games Application for Digitalization of English Teaching and Learning Materials for Elementary School DOI Open Access
Agus Rofi’i, Sri Sumartini, Sigit Vebrianto Susilo

и другие.

Indonesian Journal Of Educational Research and Review, Год журнала: 2023, Номер 6(3), С. 488 - 500

Опубликована: Июль 31, 2023

The world faces rapid industrial changes in line with the revolution 4.0. These leave several challenges and opportunities to be adaptive evolve respond of times. Therefore, this research aims develop Android-based digital teaching materials support learning mobility. This study uses a development (R&D) approach. instructional design used is model Gall. method mixed methods research. Furthermore, type that will exploratory type. started qualitative activities aimed at exploring process testing hypothesis through experimental Experimental provide decision about acceptability or not hypotheses developed widely applied elementary schools. results showed based on Android games have been successfully implemented correctly; material also helps them understand being taught. Digitizing mobile can an effective alternative improving English

Язык: Английский

Процитировано

0