Developing Android Based Application “Wonderful Nganjuk”

Authors

DOI:

https://doi.org/10.47239/jgdd.v6i1.503

Keywords:

Self-instruction, application, offline

Abstract

This study aims to develop an English application based on Wonderful Nganjuk Android for class XI students of SMKN 1 Nganjuk which can be accessed offline. This learning resource is expected to help students achieve achievement in learning English skills. This Wonderful Nganjuk application is expected to help them understand the factual report text which is combined with Nganjuk culture as material. This article explains how a self-access English application based on Android Wonderful Nganjuk can be developed to help students overcome problems learning English during the Covid-19 Pandemic. The results of the study showed that the activities of students during learning were very good and all students successfully completed the lesson.

Keywords: Self-instruction, application, offline

Abstract Views: 328PDF Downloads: 147

References

Afghani, Dzulfiqar Restu. "Kreativitas Pembelajaran Daring Untuk Pelajar Sekolah Menengah Dalam Pandemi Covid-19." Journal of Informatics and Vocational Education 3.2 (2021).

Brett, P. 2000. English for Specific Purposes. Oxford: Oxford University Press.

Brown, H. D. 2001. Teaching by Principles: An Interactive Approach to Language Pedagogy (2nd Edition). New York: Addison Wesley Longman, Inc.

Bimantara, Renda. Media Pembelajaran Interaktif Bahasa Inggris Berbasis Cloud Speech-To-Text API. Diss. Universitas Teknokrat Indonesia, 2021.

Bonate, P.L., 2000. Analysis of pretest-posttest designs. Chapman and Hall/CRC.

Borg, W.R. & Gall, M.D.1989. Educational Research. New York: Longman.

Chuang, T. Y., & Chen, W. F. (2007). Effect of digital games on children's cognitive achievement. Journal of Multimedia,2(5),27-30.

Dickinson, L.1987. Self-Instruction in Language Learning. Cambridge: Cambridge University Press.

Dubin, F. & Olshtain, E. 1986. Course Design. Cambridge: Cambridge University Press.

Efendy, H. 2005. Developing Multimedia CD-ROM Courseware to Elevate Students Vocabulary Mastery in Senior High School. Unpublished Thesis. Malang: PPS UM.

Gardner, D & Miller, L. 1999. Establishing Self Access: from Theory to Practice. Cambridge: Cambridge University Press.

Gebhard, J. G. 2000. Teaching English as a Foreign or Second Language: a Self-Development and Methodology Guide. Michigan: The University of Michigan Press.

Graves, K. 1996. Teacher as Course Developers. Cambridge: Cambridge University Press.

Guru Dikmen dan Diksus, J., & Ida Variani SLB ABD Negeri Kedungkandang Malang, L. (2021). Pembelajaran Pada Masa Pandemi Covid-19: Pengembangan Modul Berbasis Integratif Dan Kolaborasi Bagi Orang Tua Dalam Pendampingan Anak Tunarungu. Jurnal Guru Dikmen Dan Diksus, 4, 149–161. http://jgdd.kemdikbud.go.id/index.php/jgdd

Hanson-Smith, E. 1999. Classroom Practice: Using Multimedia for Input and Interact in CALL environments. Virginia: TESOL Inc.

Harmer, J. 1991. The Practice of English Language Teaching (New edition). London: Longman.

Hess, S. 2014. Digital media and student learning: impact of electronic books on motivation and achievement. New England Reading Association Journal, 49 (2), 35-39.

Littlewood, W. 2014. Self-access: why do we want it and what can it do?. In Autonomy and independence in language learning (pp. 79-91). Routledge.

Ingsih, Kusni, et al. 2018. Pendidikan karakter: Alat peraga edukatif media interaktif. Deepublish

Jumrawarsi, J., & Suhaili, N. (2020). Peran Seorang Guru Dalam Menciptakan Lingkungan Belajar Yang Kondusif. Ensiklopedia Education Review, 2(3), 50-54.

Novita, Lina, and Fitri Siti Sundari. "Peningkatan Hasil Belajar Siswa Menggunakan Media Game Ular Tangga Digital." Jurnal Basicedu 4.3 (2020): 716-724.

Rifai Muhammad. 2020. Fleksibilitas Pembelajaran Daring Pada Masa Pandemi Covid-19. Jurnal Pendidikan dan Kebudayaan, Volume 5 Nomor 2 Desember 2020.

Riley, F. 1995. Understanding IT: Developing Multimedia Courseware. United Kingdom: University of Hull Press

Setyoningrum, T.Y., 2022. Pengembangan Aplikasi Thera Untuk Meningkatkan Keterampilan Membaca Dan Karakter Cinta Budaya Lokal. Jurnal Guru Dikmen dan Diksus, 5(1), pp.104-116.

Squire, K. 2009. Mobile media learning: multiplicities of place. On the Horizon, 17 (1), 70-80.

Solikah, H. (2020). Pengaruh Penggunaan Media Pembelajaran Interaktif Quizizz Terhadap Motivasi Dan Hasil Belajar Siswa Pada Materi Teks Persuasif Kelas VIII di SMPN 5 Sidoarjo Tahun Pelajaran 2019/2020. Jurnal Mahasiswa UNESA, 7(3), 1-8.

Suardi, M. (2018). Belajar & pembelajaran. Deepublish.

Tomlinson, B. 1998. Materials Development in Language Teaching. Cambridge: Cambridge University Press.

Tomlinson, B. & Masuhara, H. 2004. Developing Language Course Materials. Singapore: SEAMEO Regional Language Center.

Trollip & Alessi. 1991. Computer Based Instruction. New Jersey: Prentice Hall Inc.

Widyastuti, Ana, et al. 2020. Pengantar Teknologi Pendidikan. Yayasan Kita Menulis.

Yektyastuti, R. and Ikhsan, J., 2016. Pengembangan media pembelajaran berbasis android pada materi kelarutan untuk meningkatkan performa akademik siswa SMA. Jurnal Inovasi Pendidikan IPA, 2(1), pp.88-99.

Downloads

Published

2022-06-30

How to Cite

Developing Android Based Application “Wonderful Nganjuk” . (2022). Jurnal Guru Dikmen Diksus, 6(1), 34-47. https://doi.org/10.47239/jgdd.v6i1.503
1-10 of 30

You may also start an advanced similarity search for this article.