2019
DOI: 10.23960/jpp.v9.i1.201907
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Development of Learning Media Based on Mobil Learning Application

Abstract: Development of mobile learning application-based media. Objectives: The purpose of this study is to develop a more dynamic learning media by utilizing technology in the form of applications onsmartphone devices to improve student learning outcomes. Methods: This study uses research and development methods with data collection techniques in the form of questionnaires, feasibility tests and effectivenessof mobile learning applications developed as learning media through stages designedaccordingto theADDHIEmodel.… Show more

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Cited by 7 publications
(6 citation statements)
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“…This confirms that motivation plays a significant role in determining student learning success or failure, because someone who is not motivated will not engage in learning activities [12]. The use of interactive media in the learning process is another aspect that influences student achievement of learning success competencies [13]- [15].…”
mentioning
confidence: 59%
“…This confirms that motivation plays a significant role in determining student learning success or failure, because someone who is not motivated will not engage in learning activities [12]. The use of interactive media in the learning process is another aspect that influences student achievement of learning success competencies [13]- [15].…”
mentioning
confidence: 59%
“…Kendala ini tentu saja menjadi catatan peneliti dalam mengembangkan bahan ajar. Pengembangan bahan ajar berbasis mobile learning yang dilakukan harus Open Access: https://ejournal.unma.ac.id/index.php/educatio memerhatikan prinsip praktis, fleksibel, dan mungkin digunakan (Ediyani et al, 2020) serta mengakomodasi prinsip efektif, efisien, dan ekonomis (Sinaga et al, 2019).…”
Section: Metode Penelitianunclassified
“…Based on student responses, it showed that smartphones have a very big opportunity to support learning activities, through integration between learning media in games in particular, this is because the majority of smartphone use by students is used to play games (76.7%), so from interest in playing games can be diverted towards more useful activities, even though they both play games (Al Fatta et al, 2018;Wardoyo et al, 2021). This student response certainly cannot be separated from the characteristics of cognitive development according their social, psychology stage (Hatip & Setiawan, 2021), some research also shows that many school students who are in elementary school like games (Edmonds & Smith, 2017;Anastasiadis et al, 2018), which makes teachers then try to innovate by integrating the use of smartphones into learning activities (Nisa et al, 2020 ;Sinaga et al, 2019), they even specifically deliver material through game activities and media with game formats (Sulistio & Qohar, 2020;Agustini et al, 2020;Partovi & Razavi, 2019).…”
Section: Figure 5 Use Of Smartphones By Studentsmentioning
confidence: 99%