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Copyright © 2018 Robbi Rahim. This is an open access article distributed under the Creative Commons Attribution License, which permits unre-
stricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
International Journal of Engineering & Technology, 7 (2.14) (2018) 264-266
International Journal of Engineering & Technology
Website: www.sciencepubco.com/index.php/IJET
Research Paper
Prototype Application Multimedia Learning for Teaching Basic
English
Janner Simarmata1
, Muhammad Dharma Tuah Putra Nasution2
, Rosida Tiurma Manurung3
, Maulana Arafat
Lubis4
, Nuning Kurniasih5
, Agung Purnomo6
, Fatkul Anam7
, Khairun Nisa8
, A P U Siahaan9
, Robbi Rahim10
*
1
Universitas Negeri Medan, Medan, Indonesia
2
Faculty of Social Science, Universitas Pembangunan Panca Budi, Medan, Indonesia
3
Graduate Program in Scientific Psychology, Universitas Kristen Maranatha, Bandung, Indonesia
4
Teacher Education Madrasah Ibtidaiyah, IAIN Padangsidempuan, Padangsidempuan, Indonesia
5
Faculty of Communication Science, Library and Information Science Program, Universitas Padjadjaran, Bandung, Indonesia
6
Entrepreneurship Program, Bina Nusantara Institute of Creative Technology, Malang, Indonesia
7
Mathematics Education Program, Universitas Wijaya Kusuma, Surabaya, Indonesia
8
Indonesian Language and Literature Education, Universitas Asahan, Kisaran, Indonesia
9
Faculty of Science and Technology, Universitas Pembangunan Panca Budi, Medan, Indonesia
10
Sekolah Tinggi Ilmu Manajemen Sukma, Medan, Indonesia
*Corresponding author E-mail: usurobbi85@zoho.com
Abstract
English is a language that must be known all-digital era at this time where almost all information is in English, ranging from kindergarten
to college learn English. elementary school is now also there are learning and to help introduce English is prototype application recogni-
tion of common words in English and can be updated dynamically so that updates occur information to new words and sentences in Eng-
lish to be introduced to students.
Keywords: Education, Learning English, Prototype Application
1. Introduction
Multimedia learning are very much of the simplest and cheapest to
the sophisticated and expensive category with different feature too
[1]–[5]. There can be made by individuals and some are produced
by the company. In this increasingly dynamic era of information,
educators are required to be creative in order to improve the quali-
ty of learning [6]–[8][9]. Nowadays computer technology has
offered new opportunities[10] in learning process either in class-
room, distance learning or self-study [11]–[15]. Computers have a
very much function in the world of education, especially as a me-
dium of instructional media[16], [17], Simulation[18]–[20] that
can be used by faculty and students.
In addition, learning media strategy also has a contribution in
improving the activity and motivation of students in learning[15],
[21]–[23]. The use of appropriate teaching media in the learning
process can generate new desires and interests, generate motiva-
tion and stimulation of learning activities[24]. The more intensive
the learning experience that the learner learns, the higher the
quality of the learning process in question. Student involvement is
based on the motivation and high interest of the students in fol-
lowing the learning process, and also from the teacher is required
to master the use of various media and learning strategies.
English is a common knowledge that must be known at this time
by students ranging from kindergarten, elementary and high
school, to facilitate learning English for elementary school stu-
dents and to introduce the use of computers as educational media
is made a prototype application of speech recognition and sen-
tence in English using programming language such as Borland
Delphi for implementation because this programming are easy to
used and many application has been developed for simulation,
education and others [25]–[33] and also to implemented Text To
Speech to English pronounce by computer it make this prototype
much more perfect.
2. Methodology
Learning is a composite combination that includes human ele-
ments, materials, equipment facilities, and procedures that affect
each other to achieve the purpose of teaching [34]–[37]. Humans
involved in the teaching system consist of students or students,
teachers or lecturers, and other personnel, such as laboratory per-
sonnel. Materials, including books, whiteboard, chalk, photog-
raphy, slide, film, audio and video tape[38].
Computer Assisted Instruction is a teaching that uses computers as
aids and can be used as a learning machine or teaching machine, a
computer as a tool can provide a variety of help[38], such as:
a. Keep learning materials that can be utilized whenever needed.
b. Provides information on the various references and sources
and audio-visual tools available.
c. Provide information about the study room, and teaching staff.
d. Giving information on student learning outcomes.
e. Suggest activities and assess new tasks to do next.
Software development methodologies are developed and imple-
mented in order to produce a good software and according to user
International Journal of Engineering & Technology 265
needs. The methodology used in software development is the
Classic Life Cycle approach commonly referred to as the Water-
fall model, this cycle is systematic, with sequential approaches to
building software, starting at the system level and developing up
to testing and error correction. There are 6 steps for making soft-
ware, the steps are:
a. System Engineering
Since software is always part of the system, it must start with
determining the needs for all the system elements, and then
allocating some subset of those needs to the software.
b. Analysis
Analysis is the process of collecting software requirements.
To understand the program to be built, must be understood
insight information from software, required function, perfor-
mance and interface.
c. Design
Software design is actually a collection of processes focused
on 4 (four) different attributes, namely data structure, soft-
ware architecture, details of procedures and interface charac-
teristics.
d. Encoding
At this stage the design should be translated into a machine-
readable form. The target of this stage is to write the program
in detail on each module.
e. Testing
The testing process focuses on the internal logical of the
software to ensure that all statements have been tested, and
on the external functional to find faults and ensure that inputs
meet the needs.
f. Maintenance
Maintenance is the stage of repair or completion of software
that has been completed due to changes or additions that oc-
cur according to user needs or requests. To do so, reuse every
step of the previous work cycle.
Prototype of multimedia learning application has several common
word and sentences options it’s made for the user to learn English,
some of which are as follows:
a. Learning Numbers
b. Learning Fruit
c. Learning Animals
d. Learning Vehicles
e. Daily Speech
3. Results and Discussion
Prototype application created using Borland Delphi programming
language, Absolute Database as Database, and Text To Speech
provides ease of learning for application users.
Fig.1: Main Form
Figure 1 is a prototype of the application created, in Figure 1 there
are several buttons for accessing Basic English learning, for ex-
ample is Number in English which is used to display the image of
numbers and words in English as figure 2.
Fig.2: Learning Number
Figure 2 is a view of knowing the word in English and there is Say
It facility to pronounce the word in English and check to check
whether the word is in accordance with the picture.
Fig.3: Animal in English
Fig.4: Learning Daily Word
Figures 3 and 4 are other information of the prototype of the ap-
plication that was created and the testing made this application
266 International Journal of Engineering & Technology
easy to use and there is a voice feature to say a word or phrase in
English so easy to follow the user.
4. Conclusion
Learning English with the help of the computer based learning can
help for users, especially elementary school students to know the
English language, especially common words and everyday sen-
tences, applications designed far from perfect words and can be
developed better by adding many features to make it easier learn
English.
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Prototype Application Multimedia Learning for Teaching Basic English

  • 1. Copyright © 2018 Robbi Rahim. This is an open access article distributed under the Creative Commons Attribution License, which permits unre- stricted use, distribution, and reproduction in any medium, provided the original work is properly cited. International Journal of Engineering & Technology, 7 (2.14) (2018) 264-266 International Journal of Engineering & Technology Website: www.sciencepubco.com/index.php/IJET Research Paper Prototype Application Multimedia Learning for Teaching Basic English Janner Simarmata1 , Muhammad Dharma Tuah Putra Nasution2 , Rosida Tiurma Manurung3 , Maulana Arafat Lubis4 , Nuning Kurniasih5 , Agung Purnomo6 , Fatkul Anam7 , Khairun Nisa8 , A P U Siahaan9 , Robbi Rahim10 * 1 Universitas Negeri Medan, Medan, Indonesia 2 Faculty of Social Science, Universitas Pembangunan Panca Budi, Medan, Indonesia 3 Graduate Program in Scientific Psychology, Universitas Kristen Maranatha, Bandung, Indonesia 4 Teacher Education Madrasah Ibtidaiyah, IAIN Padangsidempuan, Padangsidempuan, Indonesia 5 Faculty of Communication Science, Library and Information Science Program, Universitas Padjadjaran, Bandung, Indonesia 6 Entrepreneurship Program, Bina Nusantara Institute of Creative Technology, Malang, Indonesia 7 Mathematics Education Program, Universitas Wijaya Kusuma, Surabaya, Indonesia 8 Indonesian Language and Literature Education, Universitas Asahan, Kisaran, Indonesia 9 Faculty of Science and Technology, Universitas Pembangunan Panca Budi, Medan, Indonesia 10 Sekolah Tinggi Ilmu Manajemen Sukma, Medan, Indonesia *Corresponding author E-mail: usurobbi85@zoho.com Abstract English is a language that must be known all-digital era at this time where almost all information is in English, ranging from kindergarten to college learn English. elementary school is now also there are learning and to help introduce English is prototype application recogni- tion of common words in English and can be updated dynamically so that updates occur information to new words and sentences in Eng- lish to be introduced to students. Keywords: Education, Learning English, Prototype Application 1. Introduction Multimedia learning are very much of the simplest and cheapest to the sophisticated and expensive category with different feature too [1]–[5]. There can be made by individuals and some are produced by the company. In this increasingly dynamic era of information, educators are required to be creative in order to improve the quali- ty of learning [6]–[8][9]. Nowadays computer technology has offered new opportunities[10] in learning process either in class- room, distance learning or self-study [11]–[15]. Computers have a very much function in the world of education, especially as a me- dium of instructional media[16], [17], Simulation[18]–[20] that can be used by faculty and students. In addition, learning media strategy also has a contribution in improving the activity and motivation of students in learning[15], [21]–[23]. The use of appropriate teaching media in the learning process can generate new desires and interests, generate motiva- tion and stimulation of learning activities[24]. The more intensive the learning experience that the learner learns, the higher the quality of the learning process in question. Student involvement is based on the motivation and high interest of the students in fol- lowing the learning process, and also from the teacher is required to master the use of various media and learning strategies. English is a common knowledge that must be known at this time by students ranging from kindergarten, elementary and high school, to facilitate learning English for elementary school stu- dents and to introduce the use of computers as educational media is made a prototype application of speech recognition and sen- tence in English using programming language such as Borland Delphi for implementation because this programming are easy to used and many application has been developed for simulation, education and others [25]–[33] and also to implemented Text To Speech to English pronounce by computer it make this prototype much more perfect. 2. Methodology Learning is a composite combination that includes human ele- ments, materials, equipment facilities, and procedures that affect each other to achieve the purpose of teaching [34]–[37]. Humans involved in the teaching system consist of students or students, teachers or lecturers, and other personnel, such as laboratory per- sonnel. Materials, including books, whiteboard, chalk, photog- raphy, slide, film, audio and video tape[38]. Computer Assisted Instruction is a teaching that uses computers as aids and can be used as a learning machine or teaching machine, a computer as a tool can provide a variety of help[38], such as: a. Keep learning materials that can be utilized whenever needed. b. Provides information on the various references and sources and audio-visual tools available. c. Provide information about the study room, and teaching staff. d. Giving information on student learning outcomes. e. Suggest activities and assess new tasks to do next. Software development methodologies are developed and imple- mented in order to produce a good software and according to user
  • 2. International Journal of Engineering & Technology 265 needs. The methodology used in software development is the Classic Life Cycle approach commonly referred to as the Water- fall model, this cycle is systematic, with sequential approaches to building software, starting at the system level and developing up to testing and error correction. There are 6 steps for making soft- ware, the steps are: a. System Engineering Since software is always part of the system, it must start with determining the needs for all the system elements, and then allocating some subset of those needs to the software. b. Analysis Analysis is the process of collecting software requirements. To understand the program to be built, must be understood insight information from software, required function, perfor- mance and interface. c. Design Software design is actually a collection of processes focused on 4 (four) different attributes, namely data structure, soft- ware architecture, details of procedures and interface charac- teristics. d. Encoding At this stage the design should be translated into a machine- readable form. The target of this stage is to write the program in detail on each module. e. Testing The testing process focuses on the internal logical of the software to ensure that all statements have been tested, and on the external functional to find faults and ensure that inputs meet the needs. f. Maintenance Maintenance is the stage of repair or completion of software that has been completed due to changes or additions that oc- cur according to user needs or requests. To do so, reuse every step of the previous work cycle. Prototype of multimedia learning application has several common word and sentences options it’s made for the user to learn English, some of which are as follows: a. Learning Numbers b. Learning Fruit c. Learning Animals d. Learning Vehicles e. Daily Speech 3. Results and Discussion Prototype application created using Borland Delphi programming language, Absolute Database as Database, and Text To Speech provides ease of learning for application users. Fig.1: Main Form Figure 1 is a prototype of the application created, in Figure 1 there are several buttons for accessing Basic English learning, for ex- ample is Number in English which is used to display the image of numbers and words in English as figure 2. Fig.2: Learning Number Figure 2 is a view of knowing the word in English and there is Say It facility to pronounce the word in English and check to check whether the word is in accordance with the picture. Fig.3: Animal in English Fig.4: Learning Daily Word Figures 3 and 4 are other information of the prototype of the ap- plication that was created and the testing made this application
  • 3. 266 International Journal of Engineering & Technology easy to use and there is a voice feature to say a word or phrase in English so easy to follow the user. 4. Conclusion Learning English with the help of the computer based learning can help for users, especially elementary school students to know the English language, especially common words and everyday sen- tences, applications designed far from perfect words and can be developed better by adding many features to make it easier learn English. References [1] M. Maag, “The effectiveness of an interactive multimedia learning tool on nursing students’ math knowledge and self‐ efficacy,” CIN Comput. Informatics, Nurs., vol. 22, no. 1, pp. 26–33, 2004. [2] K. A. Austin, “Multimedia learning: Cognitive individual differences and display design techniques predict transfer learning with multimedia learning modules,” Comput. Educ., vol. 53, no. 4, pp. 1339–1354, 2009. [3] R. E. Mayer, “Multimedia Learning,” Multi-Media Learn., 2009. [4] A. M. Johnson, G. Ozogul, and M. Reisslein, “Supporting multimedia learning with visual signalling and animated pedagogical agent: Moderating effects of prior knowledge,” J. Comput. Assist. Learn., vol. 31, no. 2, pp. 97–115, 2015. [5] N. Nasrudin, I. Agustina, A. Akrim, A. S. Ahmar, and R. Rahim, “Multimedia educational game approach for psychological conditional,” Int. J. Eng. Technol., vol. 7, no. 2.9, pp. 78–81, 2018. [6] S. Sriadhi, R. Rahim, and A. S. Ahmar, “RC4 Algorithm Visualization for Cryptography Education,” J. Phys. Conf. Ser., vol. 1028, no. 1, p. 012057, Jun. 2018. [7] K. Adiyarta, D. Napitupulu, R. Rahim, D. Abdullah, and M. Setiawan, “Analysis of e-learning implementation readiness based on integrated elr model,” J. Phys. Conf. Ser., vol. 1007, no. 1, p. 012041, Apr. 2018. [8] E. Kartikadarma, T. Listyorini, and R. Rahim, “An Android mobile RC4 simulation for education,” World Trans. Eng. Technol. Educ., vol. 16, no. 1, pp. 75–79, 2018. [9] N. Arsyad, A. Rahman, and A. S. Ahmar, “Developing a self- learning model based on open-ended questions to increase the students’ creativity in calculus,” Glob. J. Eng. Educ., vol. 19, no. 2, pp. 143–147, 2017. [10] R. Rahim et al., “Internet based remote desktop using INDY and socket component,” Int. J. Eng. Technol., vol. 7, no. 2.9, pp. 44–47, 2018. [11] J. Simarmata, A. Djohar, J. Purba, and E. A. Juanda, “Design of a Blended Learning Environment Based on Merrill’s Principles,” J. Phys. Conf. Ser., vol. 954, p. 012005, Jan. 2018. [12] D. Napitupulu et al., “Analysis of Student Satisfaction Toward Quality of Service Facility,” J. Phys. Conf. Ser., vol. 954, no. 1, 2018. [13] A. S. Ahmar and A. Rahman, “Development of teaching material using an Android,” Glob. J. Eng. Educ., vol. 19, no. 1, 2017. [14] A. Rahman, U. Mulbar, and A. S. Ahmar, “Development of Web- based Logical Thinking Abilities and Android as an Alternative Solution for Research Instruments,” J. Phys. Conf. Ser., vol. 1028, no. 1, p. 012168, 2018. [15] M. Rais, F. Aryani, and A. S. Ahmar, “The influence of the inquiry learning model and learning style on the drawing technique of students,” Glob. J. Eng. Educ., vol. 20, no. 1, pp. 64–68, 2018. [16] E. P. Johnson, J. Perry, and H. Shamir, “Variability in reading ability gains as a function of computer-assisted instruction method of presentation,” Comput. Educ., vol. 55, no. 1, pp. 209–217, 2010. [17] Thomas L and Dirk I., “Influence of Students’ Learning Styles on The Effectiveness of Instructional Interventions.,” ADIS International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2012),. pp. 180–188, 2012. [18] G. Cattaneo, A. De Santis, and U. Ferraro Petrillo, “Visualization of cryptographic protocols with GRACE,” J. Vis. Lang. Comput., vol. 19, no. 2, pp. 258–290, 2008. [19] R. Rahim, A. S. Ahmar, A. P. Ardyanti, and D. Nofriansyah, “Visual Approach of Searching Process using Boyer-Moore Algorithm,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012001, Dec. 2017. [20] R. Rahim, I. Zulkarnain, and H. Jaya, “A review: search visualization with Knuth Morris Pratt algorithm,” in IOP Conference Series: Materials Science and Engineering, 2017, vol. 237, no. 1, p. 012026. [21] H. Nurdiyanto, “A work-based learning model with technopreneurship,” Glob. J. Eng. Educ., vol. 20, no. 1, pp. 75–78, 2018. [22] A. S. Ahmar, A. Rahman, Ansari S. Ahmar, and Abdul Rahman, “Development of teaching material using an Android,” Glob. J. Eng. Educ., vol. 19, no. 1, pp. 72–76, Apr. 2017. [23] A. Rahman et al., “The Implementation of APIQ Creative Mathematics Game Method in the Subject Matter of Greatest Common Factor and Least Common Multiple in Elementary School,” J. Phys. Conf. Ser., vol. 954, no. 1, 2018. [24] A. S. Ahmar et al., “Lecturers ’ Understanding on Indexing Databases of SINTA , DOAJ , Google Scholar , SCOPUS , and Web of Science : A Study of Indonesians,” J. Phys. Conf. Ser., vol. 954, no. 1, p. 012026, 2018. [25] R. Rahim, M. Dahria, M. Syahril, and B. Anwar, “Combination of the Blowfish and Lempel-Ziv-Welch algorithms for text compression,” World Trans. Eng. Technol. Educ., vol. 15, no. 3, pp. 292–297, 2017. [26] R. Rahim, I. Zulkarnain, and H. Jaya, “Double hashing technique in closed hashing search process,” IOP Conf. Ser. Mater. Sci. Eng., vol. 237, no. 1, p. 012027, Sep. 2017. [27] R. Rahim, “Man-in-the-middle-attack prevention using interlock protocol method,” ARPN J. Eng. Appl. Sci., vol. 12, no. 22, pp. 6483–6487, 2017. [28] R. Rahim, S. Nurarif, M. Ramadhan, S. Aisyah, and W. Purba, “Comparison Searching Process of Linear, Binary and Interpolation Algorithm,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012007, Dec. 2017. [29] H. Nurdiyanto, R. Rahim, and N. Wulan, “Symmetric Stream Cipher using Triple Transposition Key Method and Base64 Algorithm for Security Improvement,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012005, Dec. 2017. [30] R. Rahim, H. Winata, I. Zulkarnain, and H. Jaya, “Prime Number: an Experiment Rabin-Miller and Fast Exponentiation,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012032, Dec. 2017. [31] R. Rahim, Nurjamiyah, and A. R. Dewi, “Data Collision Prevention with Overflow Hashing Technique in Closed Hash Searching Process,” J. Phys. Conf. Ser., vol. 930, no. 1, p. 012012, Dec. 2017. [32] R. Rahim et al., “Latent Semantic Indexing for Indonesian Text Similarity,” Int. J. Eng. Technol., vol. 7, no. 2.3, pp. 73–77, 2018. [33] R. Rahim, D. Adyaraka, S. Sallu, E. Sarimanah, and M. M. Rahman, “Tiny encryption algorithm and pixel value differencing for enhancement security message,” Int. J. Eng. Technol., vol. 7, no. 2.9, pp. 82–85, 2018. [34] N. Nordin, M. A. Embi, and M. M. Yunus, “Mobile learning framework for lifelong learning,” in Procedia - Social and Behavioral Sciences, 2010, vol. 7, pp. 130–138. [35] N. R. Aljohani and H. C. Davis, “Learning analytics and formative assessment to provide immediate detailed feedback using a student centered mobile dashboard,” in Next Generation Mobile Apps, Services and Technologies (NGMAST), 2013 Seventh International Conference on, 2013, pp. 262–267. [36] N. Dabbagh and A. Kitsantas, “Personal Learning Environments, social media, and self-regulated learning: A natural formula for connecting formal and informal learning,” Internet High. Educ., vol. 15, no. 1, pp. 3–8, 2012. [37] A. Rahman and A. S. Ahmar, “Exploration of mathematics problem solving process based on the thinking level of students in junior high school,” Int. J. Environ. Sci. Educ., vol. 11, no. 14, pp. 7278– 7285, 2016. [38] J. Simarmata, Rekayasa Perangkat Lunak. .