Effectiveness of Using Solve It Application to Improve English Learning Outcomes in High School Students
Keywords:
English, High School Students, Learning applications, RiddlesAbstract
The development of information and communication technology has encouraged the creation of innovations in all fields, including education, which is marked by the birth of the concept of electronic learning (e-learning). Most students have difficulty understanding English learning materials and have not utilized their smartphones optimally for learning. This study aims to develop an Android-based English learning application called "Solve It!" which can help students in the teaching and learning process. This study uses the Research and Development method with the Four-D (4D) development model consisting of four stages, namely Define, Design, Develop, and Disseminate. The results of the study showed that the "Solve It!" application was successfully developed as an Android-based English learning media. Based on validation by material experts and media experts, this application received a very good feasibility score. This application can be used as an additional learning media besides books that are interactive and fun.
Keywords: English, High School Students, Learning applications, Riddles.
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