Aplikasi Pembelajaran Bahasa Inggris pada TK Terpadu Padre Annibale School Maumere Berbasis Mobile
DOI:
https://doi.org/10.55606/jutiti.v5i3.6534Keywords:
Educational Technology, English Language, Kindergarten, Learning Application, Learning MediaAbstract
This study aims to develop a mobile-based English learning application that can support the teaching process for both teachers and students in Kindergarten (TK). The subjects of this study are the students of Padre Annibale School for the 2025-2026 academic year. The background of this research is the limited use of learning media that cannot actively involve students. Additionally, many children in the millennial era are more attracted to electronic media, especially mobile phones, which presents a challenge in the learning process. The tendency for children to spend more time on mobile phones rather than reading books or listening to the teacher’s instruction can be seen as an opportunity to introduce technology-based learning media. With the presence of learning applications on mobile phones, students can access educational information anytime, both at school and at home. This application is designed to provide ease in obtaining English learning materials that meet the needs of students, as well as assist teachers in enriching their teaching methods. Through this approach, it is hoped that the teaching and learning process can be more interactive and engaging for students, while also supporting the integration of technology in education.
Downloads
References
Anak, P., Pelealu, B. N., Afirianto, T., & Wardhono, W. S. (2019). Pengembangan game edukasi mobile augmented reality untuk membantu. Jurnal Teknologi Pendidikan, 3(2), 1492–1499.
Annail, N. N., & Syani, M. (2024). Media pembelajaran buku cerita anak bahasa. Jurnal Pendidikan, 12(3). https://doi.org/10.23960/jitet.v12i3S1.5182
Arridho, M., Sari, N., Ilham, R. W., & Amini, W. (2022). Perkembangan teknologi di bidang pendidikan. Comserva, 2(5), 468–475. https://doi.org/10.36418/comserva.v2i5.345
Ilmiah, J., & Pendidikan, W. (2022). 1, 2, 3 123. Jurnal Pendidikan, 8(September), 298–306.
Kusuma, W., & Cirebon, K. (2023). Jurnal teknologi ilmu komputer game edukasi menyusun kata berbasis Android dengan metode MDLC sebagai media pembelajaran anak usia dini pada PAUD. Jurnal Teknologi Ilmu Komputer, 1(2), 61–65. https://doi.org/10.56854/jtik.v1i2.70
Kusumaningrum, H. (2022). Pemanfaatan dokumenter interaktif dalam. Jurnal Pendidikan, 20(2), 65–72. https://doi.org/10.59109/addawah.v20i2.30
Laksana, S. D. (2025). Pemanfaatan new media dan multimedia untuk meningkatkan kualitas pembelajaran di era digital. Jurnal Pendidikan, 8(September).
Model, A., Pada, K., Bangun, R., Belajar, G., Inggris, B., Android, B., & Sekolah, P. (2024). Jurnal Informatika Terpadu, 10(1), 35–48. https://doi.org/10.54914/jit.v10i1.1084
Mukarromah, T. T., Agustina, P., Studi, P., Guru, P., Anak, P., Dini, U., & Maret, U. S. (2021). Edukids volume 18 (1) tahun 2021. Jurnal Pendidikan Anak, 18(229), 18–27. https://doi.org/10.17509/edukids.v18i1.33338
Pahlawan, U., & Tambusai, T. (2023). Educare: Jurnal pendidikan dan kesehatan menggunakan teknik gamifikasi untuk meningkatkan pembelajaran dan keterlibatan siswa di kelas. Educare, 1(1), 30. https://doi.org/10.70437/jedu.v1i1.2
Pembelajaran, A., & Masa, D. (2020). Jurnal pendidikan Islam, 1(1), 29–43.
Penerapan, J., Informasi, T., Untuk, I., & Berbasis, A. (2022). IT-Explore, 01, 230–243.
Piran, G. T., Bada, C. B., & Darkel, Y. B. M. (2025). Penerapan gamifikasi dalam pembelajaran kalkulus untuk meningkatkan motivasi dan pemahaman mahasiswa.
Sandri, P. R., Trisnadoli, A., & Nugroho, E. S. (2019). Pengembangan game edukasi pengenalan bahasa Inggris dasar untuk anak TK. Jurnal Teknologi Pendidikan, 09, 59–64. https://doi.org/10.32664/smatika.v9i02.384
Saragih, J., Undap, A. P. P., & Mawikere, M. C. S. (2021). Jurnal Ilmiah Wahana Pendidikan, 7(2). https://doi.org/10.5281/zenodo.4659033
Sari, R. K., Nurani, S., Teknik, F., & Teknik, K. (2021). Quizizz atau Kahoot!: Gamifikasi dalam pembelajaran bahasa Inggris. Jurnal Teknologi Pendidikan, 1(3), 78–86. https://doi.org/10.55606/jurdikbud.v1i3.87
Seminar, P., Pendidikan, N., Pascasarjana, P., & Pgri, U. (2019). Prosiding seminar nasional pendidikan program pascasarjana universitas PGRI Palembang 12 Januari 2019, 190–197.
Shortt, M., Tilak, S., Kuznetcova, I., & Martens, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517–554. https://doi.org/10.1080/09588221.2021.1933540
Syuhada, H., Hidayat, S., Mulyati, S., & Giri Persada, A. (2023). Pengembangan gamifikasi pada pelajaran matematika SD dengan metode ADDIE untuk meningkatkan minat belajar siswa. Rabit: Jurnal Teknologi Dan Sistem Informasi Univrab, 9(1), 1–14. https://doi.org/10.36341/rabit.v9i1.466
Tegeh, I. M., Studi, P., Pendidikan, T., & Ganesha, U. P. (2024). Efektivitas multimedia pembelajaran gamifikasi untuk. Jurnal Pendidikan, 14, 159–168. https://doi.org/10.23887/jurnal_tp.v14i2.4112
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Jurnal Teknik Informatika dan Teknologi Informasi

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.




