scholarly journals Implementation Of Goal-Directed Design Method Multimedia English Learning For Early Childhood

2019 ◽  
Vol 1175 ◽  
pp. 012075
Author(s):  
MZ Yumarlin ◽  
E B Jemmy
2018 ◽  
Vol 197 ◽  
pp. 16007 ◽  
Author(s):  
David Meulana Abidin ◽  
Danang Junaedi ◽  
Indra Lukmana Sardi

MCR as a non-governmental organization focused on providing education and other supporting activities related to reproductive health education issues to high school students. However, the efforts that have been done still get less satisfied feedback from students, because they have not been able to deliver thoroughly. This is due to the inadequate facilities used especially for a large number of participants in the school who visited and the number of MCR volunteers are limited so that the extension only covers the city of Bandung. In addition, there is no regular schedule that can be used for extension activities Thus, it takes an internet-based learning media that creates independent learning process and without limitation of space and time. One important aspect of the development of learning media is the usability that is closely related to the user interface. The approach used for designing user interface model is by using goal-directed design method. Begin by identifying user objectives and behaviours and translating into user models of learning media of reproductive health. We have tested usability with QUIM parameters of user interface model generated through goal-directed design implementation, which reaches average usability percentage more than 85%, so it can be said to comply usability element with a very good category.


2017 ◽  
Vol 116 ◽  
pp. 492-499 ◽  
Author(s):  
Dwitika Diah Pangestuti ◽  
Fachriannoor Fachriannoor ◽  
Dana S. Kusumo ◽  
Mira Kania Sabariah ◽  
Achmad Alimin

2021 ◽  
Vol 6 (1) ◽  
pp. 1-10
Author(s):  
Ratna Purwanti

Early childhood is the first foundation for development, one of the children development such as language skill, especially in English. With the aim that children can compete in the global world when they grow up. However, the problem that occurs in the field, the English language is rarely taught as an introduction to their language skill, due to the lack of knowledge of English learning methods in the ability to speak right for children. However, there is one kindergarten that uses song and motion method to introduce English vocabulary. This study aims to explore the description of Song and motion as a method in introducing vocabulary (number and colour) in English at one of the kindergartens in central Banjarmasin. The researcher applied a descriptive qualitative design to explore Song and motion method to introduce vocabulary in English (number and colour). This study involved 15 children in Group B. The finding from this study revealed that the song and motion method is very beneficial for children English vocabulary, children can remember the vocabulary about number and colour in English and also children happily singing while moving. This study might be used as an input for a teacher to create learning English in the classroom.


2017 ◽  
Vol 9 (2) ◽  
pp. 124
Author(s):  
Nur Lailatul Aqromi ◽  
Dwija Wisnu Brata ◽  
Achmad Nurchoelis

Learning in early childhood requires special understanding due to the character of children who are easily bored; particularly in case of English learning process that is not their mother tongue. One of children’s character is that they love all forms of games, so the game could be considered as one way to attract the their curiousity. Thus, game can be used as a medium for young learner especially in kindergarten to learn English. This paper provides an elaboration how to use a game to improve English learning process for young learner. The method of this study used Classroom Action Research. The game is Java-based and the content of the game is based on kindergarten curriculum that contains of some important basic aspects covered by English Language development aspect for kindergarten. To sum up, through game, the students of kindergarten feel fun and challenging to fulfill the the game, and in other side unconsciously they have learned English as well.


10.2196/14466 ◽  
2020 ◽  
Vol 8 (2) ◽  
pp. e14466 ◽  
Author(s):  
Huilong Duan ◽  
Zheyu Wang ◽  
Yumeng Ji ◽  
Li Ma ◽  
Fang Liu ◽  
...  

Background Hypertension is a lifestyle-induced chronic disease that threatens the lives of patients. Control of hypertension requires patients to follow self-management regimes; unfortunately, however, patient compliance with hypertension self-management is low, especially in developing countries. Improvement of patient compliance is premised on meeting patient needs. Mobile health apps are becoming increasingly popular for self-management of chronic diseases. However, few mobile apps have been designed to meet patient needs for hypertension self-management. Objective The goal of this study was to develop a mobile health app to improve patient compliance with hypertension self-management and evaluate the effectiveness of the app in terms of patient compliance. Methods The goal-directed design method was applied to guide study design. We divided the study into 4 stages. Stages 1 to 3 comprised the development process. To improve the applicability of the goal-directed design method to chronic disease management, we extracted elements of user models concerned with patient compliance and defined a concrete process for user modeling. In stage 1, personas of hypertensive patients were built using qualitative and quantitative methods. Clustering methods based on questionnaire responses were used to group patients. Qualitative interviews were conducted to identify the needs of different groups. In stage 2, several functional modules were designed to meet the needs of different groups based on the results from stage 1. In stage 3, prototypes of functional modules were designed and implemented as a real app. Stage 4 was the deployment process, in which we conducted a pilot study to investigate patient compliance after using the app. Patient compliance was calculated through the frequency with which they took blood pressure measurements. In addition, qualitative interviews were conducted to learn the underlying reasons for the compliance results. Results In stage 1, patients were divided into 3 groups based on 82 valid questionnaire responses. Eighteen patients from the different groups (7, 5, and 6 patients) were interviewed, and the needs of the groups were summarized as follows: improve self-management ability, enhance self-management motivation, and receive self-management support. In stages 2 and 3, 6 functional modules were designed and implemented based on specified needs, and the usability of the app was improved through usability tests. In stage 4, 143 patients were recruited to use different versions of the app for 2 months. Results show that patient compliance improved as functional modules were added (P<.001) and was maintained at a high level (rate of 0.73). Interview results from 32 patients show that the design of the app met different needs; thus, patients were more compliant with it. Conclusions This study developed a mobile health app for hypertension self-management using the goal-directed design method. The app proved to be effective for improving patient compliance with hypertension self-management.


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
I Dewa Gede Rat Dwiyana Putra

<p>English is not a compulsory subject in early childhood education (ECD) curriculum in Indonesia. However, practically, many ECD schools implement English language learning which adds value to the existence of the ECD School itself, in addition to the demand of parents. Therefore, many problems arise in the ELT practice in ECD schools, one of which is the problem of the appropriateness of approaches and methods of ELT applied to the young learner. This article aims to promote the English learning approaches in teaching English for young learner (TEYL) that have been presented by Professor Jack C. Richard in his official web page, complemented by methods that can be implemented by ECD school Teachers. Several related studies on the effectiveness of the method are also presented to provide empirical evidence from various contexts. Finally, conclusions and suggestions about TEYL approaches and methods are addressed to readers, especially for ECD practitioners and researchers interested in TEYL.<br />Keywords: Approach, Method, English Languge Teaching, Early Childhood.<br />Abstrak<br />Bahasa Inggris merupakan mata pelajaran yang tidak diwajibkan dalam kurikulum PAUD di Indonesia. Namun, dalam praktiknya banyak Sekolah PAUD melaksanakan pembelajaran Bahasa Inggris yang memberikan nilai tambah untuk keberadaan Sekolah PAUD itu sendiri disamping karena adanya permintaan orang tua siswa. Oleh karena itu, banyak permasalahan yang muncul dalam praktiknya di sekolah-sekolah PAUD, salah satunya adalah permasalahan tentang kesesuaian pendekatan dan metode pembelajaran Bahasa Inggris yang diterapkan untuk AUD. Artikel ini bertujuan untuk memaparkan kembali pendekatan-pendekatan pembelajaran Bahasa Inggris untuk AUD yang telah disampaikan oleh Professor Jack C. Richard pada halaman web-nya, dilengkapi dengan metode-metode yang dapat diimplementasikan oleh Guru PAUD. Beberapa penelitian yang terkait tentang effektivitas dari metode tersebut juga dipaparkan untuk memberikan bukti empiris dari berbagai konteks. Pada bagian akhir, kesimpulan dan saran mengenai mengenai metode ini disampaikan kepada pembaca, terutama dari kalangan praktisi PAUD dan peneliti yang tertarik pada bidang pendidikan Bahasa Inggris untuk Anak Usia Dini.<br />Kata Kunci: Pendekatan, Metode, Pembelajaran Bahasa Inggris, Anak Usia Dini.</p>


2015 ◽  
Vol 10 (2) ◽  
Author(s):  
Evanny Christianisa ◽  
Rosa Delima ◽  
Theresia Herlina R.

Education game is a media used as a learning tool. In this research, we built a learning application of animal and fruit names vocabulary in English. Users of the application are 4 to 6 years old children. The purpose of this research is to build an application   that can improve children’s ability to remember and enrich their Vocabulary. For the user interface design we implement Goal Directed Design Method. This Method consists of eight main stages, which is research, modeling, requirements, definition, framework definition, refinement, and support. Participants of this research were 18 children aged 4 to 6 years. Based of the evaluation of the application, all participants are able to increase their ability to remember animal and fruit names by about 10%.


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