INTERACTIVE MULTIMEDIA ENGLISH LEARNING IN-TEGRATED WITH MOBILE AUGMENTED REALITY

2021 ◽  
pp. 11-20
Author(s):  
Mohammad Rabiul Islam ◽  
Imad Fakhri Al-Shaikhli

This research mainly focused on multimedia integrated Augmented Reality application that enhances the English learning capabilities of children. Iterative-Cognitive Software development life cycle has been used in this application for its flexibility and changed of adaptability. The application was developed by analysis phase in which the information gathered to identify the problems, scope, objectives and the problem solution. M-Learning offers the great opportunity to learn English language for children at anytime and anywhere by this application. Multimedia integrated M-leaning augmented reality application is the prominent task in this research.

2021 ◽  
Vol 6 (2) ◽  
pp. 218-230
Author(s):  
Galang Sulaksono

This research aims to develop an android-based augmented reality application called AR Tennis. The resulted product is used as a medium for learning tennis courts courses. The AR Tennis application helps students understand the illustrations contained in courts tennis textbooks. The picture in the book which is originally only a silent illustration, with the help of the AR Tennis application, the image will move. The method used is MDLC (Multimedia Development Life Cycle). Testing the application using the blackbox method and the results are all components of the application function properly. From the results of the assessment of learning media experts obtained a value of 97.6 with a very good category. From the expert on tennis material, the score is 89.2 with a good category. And trials for students who take part in tennis court scored 92.14 in the appropriate category for use. Augmented reality technology is still not popular in the field of education. But going forward this technology will be very helpful in any study in the education.


2018 ◽  
Vol 7 (2.13) ◽  
pp. 410
Author(s):  
Lusy Tunik Muharlisiani ◽  
Nuning Kurniasih ◽  
Lilik Istiqomah ◽  
Rizka Safriyani ◽  
Nuskhan Abid ◽  
...  

This paper aims to see the students' responses toward the use of Augmented Reality in English learning as the application has been used in some courses in some levels of students in UWKS.  The study implemented the quasi-experimental methodology by applying for the program to two groups, controlled and experimental.        Survey method along with the use of questionnaire was used for data collection.  The finding and discussion showed that Augmented Reality was well -utilized in the activity of English language teaching. However, the utilization needed to be more optimized and explored due to most of them were first time users. 


2016 ◽  
Vol 4 (2) ◽  
pp. 249 ◽  
Author(s):  
Dilan Arya Sujati ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

With the advancement of technology in various aspects of life of today's technology allows developers to create applications that aims to facilitate the public in obtaining information based on mobile. Seeing the importance of the role of astronomy satellites it needs to make a multimedia application with Augmented Reality technology that can provide an overview and brief specifications on astronomy satellite without having to go to the planetarium or observatory.This research is using MDLC (Multimedia Development Life Cycle) framework. The process of assembly (pemasangan) was performed using Unity and Vuforia library. The result is a book containing related image about NASA’s astronomy satellites which functioned as a marker and an Augmented Reality application based on Android that is capable of displaying NASA’s astronomical satellites on the top of marker that can display brief information about the shape and its parts when touched on the screen. The application that has been made function properly and in accordance with the concept and design. The ideal condition of using the application in places exposed to light with the intensity of 108,3 ± 2,5 lux upwards. In addition the camera is directed to the distance between 10-75 cm of the marker and the angle between 40 ± 0,5 O – 140 ± 0,5 O .. The greater the intensity of the light does not affect the sensitivity of the camera to detect the marker increases. In other words, the marker will not be detected if the distance marker on the camera more than 75 cm and the angle of the camera marker less than 40 ± 0,5 O or more than 140 ± 0,5 O though the light intensity is greater.


2017 ◽  
Vol 1 ◽  
pp. 100
Author(s):  
Chusna Apriyanti

This paper aims to know the implementation of fun English learning through Sekolah Pantai in Pacitan East Java and the obstacles in implementing fun English learning to the children. The vision of this program is for every child in Indonesia has the opportunity to learn, to have healthy start, and to feel supported and secure living in a clean environment that is prepared for natural disasters. The researcher uses descriptive qualitative research design. The data are collected through observation and interview to the children and the volunteers of Sekolah Pantai. The result shows that all of the programs use English language with small portion of Indonesian language completed with theoretical input, group work as well as active sports games or garden work. English is included implicitly in four basic activities: ocean conservation, open class for kids, environmental workshop day with eco-ambassadors from high schools, and supporting local teachers through seminar and workshop to create fun English learning at schools. The volunteers use methods of teaching through arts, music, dance, storytelling, and other ways to share knowledge and integrate soft skills into the practical learning. However, there are some obstacles appeared during the program, such as: the children’ anxiety in communicating using English language, distrust from the public schools that need effort to make them believe to the programs, distrust from the society because of the native speakers volunteer, time management in conducting parallel activity for the students in private schools.


2015 ◽  
Vol 3 (4) ◽  
pp. 493
Author(s):  
Rachel Chrysilla Tijono ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

Nowadays, business competitions become much fiercer, whether it be small, medium, or large business. It even makes many enterpreuners go out of business because they took the wrong step facing the fierce competition. A precise strategy is needed to face the competition, such as knowing the location of the costumers,knowing the needs of the costumers, utilizing the surroundings, utilizing technologies, etc. Simple selling products such as adding pictures of the produts in brochures is considered less interesting for costumers. By utilizing Augmented Reality technology for product presentation, businessmen are expected to present more interesting products promotion to the costumer and achieve higher sale value. The application of Augmented Reality technology for promoting products is built by SDLC (Software Development Life Cycle) method consist of Concepting, Desaigning, Collecting Materials, Making, Examination, and Distribution steps. The Examination steps uses Black-Box Testing method that consists of Application Functionality test, Lighting Intensity test, Angle and Length of The Camera from the marker. Based on the examination and analysis results towards the built application, it is concluded that application utilization can be a product advertising in the form of Personal Selling. Light intensity affects camera’s perception on Marker’s ID. In the 90 ̊ angle, the detection is nonoptimal because system can’t perceive the marker ID completely. Functionally, all buttons are functioning well and all the pages are openable.


Author(s):  
Luis F. B. Pereira ◽  
Manoela M. O. da Silva ◽  
Rafael A. Roberto ◽  
Veronica Teichrieb ◽  
Patricia Smith Cavalcante

Author(s):  
Hellik Hermawan ◽  
Retno Waluyo ◽  
Muhammad Ichsan

Learning media are all things that can be used to channel messages and stimulate the learning process for students. Learning machine of two-wheeled vehicles in SMK YPT 2 Purbalingga is still using Ms. Powerpoint as a learning medium. In one of the subjects that discussed the partitioning machine parts, how to work a motorcycle engine and troubleshooting the machine parts as well as how to repair or replace spare parts, students felt the use of Ms. media. Powerpoint is less interesting and difficult to understand the material. Educators also see students tend to get bored easily when learning so that they need other alternatives as a learning medium. For that reason, the writer applies a markerless augmented reality technology as a medium for learning two-wheeled vehicles to help as well as learning media for students, the method used is MDLC (Multimedia Development Life Cycle). This research produces an augmented reality application that helps visualize motorcycle engines in the form of 3D models for vocational students. 


Needs Analysis in the context of language-learning-teaching is an important process to design a certain course and syllabus. It helps course designers to set objectives, choose content, method of instruction, appropriate teaching aids, and classroom activities for different courses. This paper reports the perceptions of the researchers on the English language learning needs of the English undergraduate students of Shaheed Benazir Bhutto University Sheringal, Pakistan. The data is based on the researchers’ personal experience and first-hand observation of the population as the researchers have been teaching in the target context for about a decade. Furthermore, the researchers have always been in discussion with their students and colleagues about the target students’ English learning needs, preferred learning styles, motivation in learning English, interest, strengths/weaknesses, and attitude toward English learning in the target setting. Learners’ assignments, exam answer sheets, and presentations have also been used is a source of data collection. A needs analysis model proposed by Hutchinson and Waters (1987) has been applied in order to analyze the data. The results show that the students lack well grammatical sentences, have poor spellings, capitalization problems, limited vocabulary, unaware of collocations, poor/slow reading comprehension, and lack of effective presentation skills. Furthermore, most of the students have a lack of involvement in classroom activities and feel shy about speaking the English language. It was reported that the provision of authentic material, interesting activities, suitable audio-visual aids, relevant texts, language labs, and other logistic arrangements can better help them in learning the English language. The findings demonstrate that the students wished to have a learner-centered-course that helps them excel in their academic life and learning the English language.


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