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Journal : Jurnal Arbitrer

The Development of Android Based Dictionary For Graphic Technique Ika Agustina; Murtopo Murtopo
JURNAL ARBITRER Vol. 4 No. 2 (2017)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.4.2.93-98.2017

Abstract

Dictionary is one of the important media in learning English. Along with the rapid development of mobile technology at this time, the various applications for mobile is widely developed as a medium of learning, one of them is the application of Android-based dictionary. Dictionaries on mobile devices are more practical than conventional dictionaries, as users can receive information quickly anywhere without space and time constraints. Related to this, the research aims to create a dictionary application of English-Indonesian graphics techniques capable of running on android-based phones. This application is built to help and meet the needs of students majoring in graphic technique in searching for meaning and understand various English words related to science of graphics. The collection of words and phrases (word entries) related to the science of graphic technique is done through literature studies of books, internet and other relevant sources. In addition, the collection of words and phrases is also done by conducting in-depth interviews with lecturers or graphic technique experts. The programming languages used in making this language dictionary application use Java 2 Micro Edition (J2ME) and SQLite. The dictionary after being validated of 4.14 with good category) and tested received positive response from the students indicated with very positive questionnaire results.
Pocket Book of English for Graphic Technique As Learning Source and Medium of English for Graphic Technique Course Ika Agustina; Reniwati Lubis; Syahripal Putra
JURNAL ARBITRER Vol. 6 No. 2 (2019)
Publisher : Masyarakat Linguistik Indonesia Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/ar.6.2.122-129.2019

Abstract

The rapid growth of information technology, especially by using devices, linear with practical needs, convenience, and affordability in learning media. Today, the presence of android-based applications is quite widespread, especially in the discipline of educational media and overcoming limitations in the context of learning. Pocket books are a source and medium of learning that, if packaged in a practical and sophisticated way, will be able to provide solutions to learning problems as well as to supply impetus for student interest and learning outcomes. This research aims to develop learning resources and learning media in the sort of a decent and useful Android-based pocket book application as an effort to increase student interest and learning achievement. The research method used is R & D with research subjects, namely students of the Department of Graphic Technique in semester 2. The data collection technique in this research was in the kind of documentation by organizing learning materials based on syllabus through relevant book references and conducting FGD with graphic and ESP experts. Furthermore, to ensure that the pocket book application is feasible, validation was carried out by 6 validators with a value of 4.61 with an excellent category then tested with students' response of 4.57 with a very positive category. Therefore, this application is proven to be able to accommodate the needs of resources and media for learning English for students because it can be a substitute for books that are easy to carry and can be used practically without limitation of time and place.