1. What method is used in the Research Design section?
The Research Design section uses the Research and Development (R&D) method by Borg and Gall, which consists of 10 steps. However, the researcher only performs six steps due to limited time and similarities between some steps. The steps involved are research and information collecting, planning, developing a preliminary form of product, main field testing, final product revision, and dissemination and implementation. This method is commonly used in developing digital applications, such as the android-based digital reader application for improving the reading ability of seventh grade students at SMPN 7 Blitar.
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2. What data sources were used in the R&D research?
In the R&D research, data sources included interviews with English subject teachers and homeroom teachers for grade 7th, as well as surveys conducted to grade 7th students using Google Form. The data was collected through questionnaires and interviews, containing both qualitative and quantitative data. Qualitative data was analyzed using thematic classification, while quantitative data was analyzed using Likert scale questionnaires. The validity of the product was assessed based on student responses and the effectiveness of materials and media.
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3. What are the key factors contributing to the effectiveness of the Android-based learning medium?
The effectiveness of the Android-based learning medium is determined by several key factors. Firstly, the material presented in the medium is relevant to the learning objectives and possesses a strong relevance score of 100%. The material is systematically presented, clear, and specific, with a score of 100% for each of these aspects. The media layout, background suitability, and ease of use also contribute to the effectiveness, with scores of 75% and 100% respectively. The attractive design, including animal and image design, color suitability, and image/illustrations and text clarity, further enhance the effectiveness, with scores ranging from 75% to 100%. The media's ability to stimulate students in reading and listening to English texts, its suitability with the material being studied, and its alignment with learning objectives and indicators also contribute to its effectiveness, with scores ranging from 75% to 100%. Overall, the Android-based learning medium has an effectiveness score of 93.8%, indicating that it falls into the 'Strongly Valid' category and is suitable for use in the teaching and learning process without revision. The medium's practicality, as confirmed by media professionals and students, further supports its effectiveness in facilitating intensive learning and motivating students to engage with the material. The results of the student questionnaires also highlight the medium's ability to make students interested, motivated, and actively involved in learning, with scores ranging from 80% to 90%.
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4. What is the accessibility of the learning medium?
The learning medium can be accessed from any Android phone with 1 GB RAM. It is not difficult to access, but it requires the use of the internet to listen to the vocabulary and imitate it. The application can also be accessed online, but only allows viewing animal pictures and reading animal descriptions. This accessibility aligns with Safitri & Kabiba's (2020) statement that picture media facilitates teaching and learning, making the process more engaging for students. The media images are presented according to students' conditions and abilities, increasing their enthusiasm in participating in the learning process. The reader digital application should have an attractive design and easily accessible content. The success of the application depends on the correlation between the material, appearance, and accessibility. The learning medium combines materials with a creative context and an appealing look to engage students in learning English vocabulary, especially when reading animal descriptions. Student and teacher contributions, such as translating the application into Indonesian and adding more animals, are valuable. Teachers can enhance the learning experience by providing quizzes and questions for students to listen, imitate, and ask questions. This aligns with Andari's (2020) statement on game-based learning, which helps students solve problems, improve critical thinking, and make assessments. The discussion section should concisely explain and support the answers to the questions, providing relevant insights and suggestions for future studies. The main focus should be on delivering a specific message punctually and clearly.
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