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The Impact of Web 2.0 Language Learning Applications on Students' Vocabulary Acquisition and Perception Muluk, Safrul; Furqan, Furqan; Sulaiman, Muntasir; Maskur, Maskur; Mayastika, Kania
IJEE (Indonesian Journal of English Education) IJEE (INDONESIAN JOURNAL OF ENGLISH EDUCATION)| VOL. 11 | NO. 1 | 2024
Publisher : Syarif Hidayatullah State Islamic University of Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/ijee.v11i1.39095

Abstract

The acquisition of vocabulary significantly impacts language learning since it serves as the foundation for developing linguistic abilities. As a result, instructors must provide students with a contextual framework and various media resources to help them build an extensive understanding of language usage. Using information and communication technology (ICT) in the classroom can maximise student learning by maximising their potential (Adisti, 2018). The Busuu language learning application is one of the online learning resources available. The researchers goal in this study is to examine at how the Busuu language learning application affects vocabulary acquisition among students in a vocational school in Aceh, Indonesia. A quantitative research approach was used, utilizing a survey questionnaire and experimental teaching. Purposive sampling was employed to select 30 students from the Business and Marketing class to participate in the research. The findings indicate that students, performance in acquiring new English vocabulary improved significantly following the intervention. The pre-test results, averaging 6.86, and the post-test, averaging 9.9, show a 3.03 improvement. The Busuu application also received favourable feedback from research participants, who found it to be enjoyable and educational.
Integration of Design Sprint Method into Mobile Development Application Life Cycle to Create MobilePQI Application Prototype Muzayyana Agustin, Fenty Eka; Thahir, Nuriyah; Farida, Ade Rina; Mayastika, Kania
JURNAL TEKNIK INFORMATIKA Vol. 17 No. 1: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v17i1.37818

Abstract

This study aims to create a mobile-based learning application that can be used to support blended learning. Blended Learning is carried out synchronously, either online using Zoom or Google Meet, or offline in the classroom. asynchronous learning is implemented using MobilePQI Apps. MobilePQI Apps was developed using the Kotlin programming tool and  MADLC methodology (Mobile Application Development Life Cycle). MADLC consists of seven stages: Identification; Design; Development; Prototyping; Testing; Deployment; and Maintenance. We use design sprint method and figma to create design prototype, and Kotlin development kit. The testing method used heuristics evaluation which tests 10 usability principles. The number of questions asked was 115, with 5 respondents consisting of 3 students and 3 lecturers. The results of the heuristics evaluation score were 89% of respondents answered YES. That it can be concluded that the 10 usability  principles of the prototype was acceptable. The SUS results show a score of 74, which means the application's user interface is in the Good and acceptable category.