![Cover Image](https://jes.ejournal.unri.ac.id/public/journals/62/cover_article_9577_en_US.png)
The Development of Focusky as Learning Media on Recount Text to Improve Students' Vocabulary Mastery
Abstract
Keywords
Full Text:
PDFReferences
Agustia, Z., Yennita, Y., & Fakhruddin, F. (2024). Profile of Critical Thinking Ability of Class VIII State Middle School Students in Science Learning. Journal of Education and Learning Research, 2(1), 46-53.
Alrajafi, G. (2021). The use of English in Indonesia: Status and Influence. SIGEH ELT : Journal of Literature and Linguistics, 1(1), 1–10. https://doi.org/10.36269/sigeh.v1i1.355
Angliani, W. S., & Mellisa, M. (2022). Development of Learning Media Based on Focusky Applications on the Structure and Functions of Plant Tissue. Jurnal Pelita Pendidikan, 10(2), 52–58. https://doi.org/10.24114/jpp.v10i2.32860
Bella, S., Azhar, A., & Islami, N. (2023). Development of Think-Pair-Share (Tps) Model Based Learning Tools for Global Warming Materials. Journal of Education and Learning Research, 1(1), 20-29.
Cahyadi, R. A. H. (2019). Pengembangan Bahan Ajar Berbasis Addie Model. Halaqa: Islamic Education Journal, 3(1), 35–42. https://doi.org/10.21070/halaqa.v3i1.2124
Chairani, S. (2021). Using Scrabble for Learning English Vocabulary At Man 2 Kuantan Singingi. Language Literacy: Journal of Linguistics, Literature, and Language Teaching, 5(1), 205–212. https://doi.org/10.30743/ll.v5i1.3858
Fatimah, S., & Fatonah, S. (2023). Development of Focusky Multimedia-Based Comics to Increase Students’ Learning Interest in Science Subjects. Jurnal Penelitian Pendidikan IPA, 9(4), 2082–2088. https://doi.org/10.29303/jppipa.v9i4.3444
Gustiani, S. (2019). Research and Development (R&D) Method as a Model Design in Educational Research and its Alternatives. Holistics Journal, 11(2), 12–22.
Hidayat, A. P., & Syahrizal, T. (2020). Improving Students’ Vocabulary Mastery Through Team Games Tournament Technique in Recount Text. PROJECT (Professional Journal of English Education), 3(2), 231. https://doi.org/10.22460/project.v3i2.p231-236
Hidayat, D. N., Lee, J. Y., Mason, J., & Khaerudin, T. (2022). Digital technology supporting English learning among Indonesian university students. Research and Practice in Technology Enhanced Learning, 17(1). https://doi.org/10.1186/s41039-022-00198-8
Iswara Jaya, F. A., Yahya, A., & Jufriadi, J. (2020). National Examination in SMPN 2 Palopo. International Journal of Asian Education, 1(2), 107–116. https://doi.org/10.46966/ijae.v1i2.38
Johan, A. N., Apriliandita, D. T. A., & Widodo, S. (2023). Using Google Classroom in Teaching Recount Text at the Tenth Grade Students of Vocational School (SMK). English Education and Literature Journal (E-Jou), 3(01), 26–33. https://doi.org/10.53863/ejou.v3i01.602
Khasanah, B. U., Doyan, A., & Muliyadi, L. (2019). Jurnal Penelitian Pendidikan IPA Analysis Validation of Learning Media Quantum Phenomenon. 2014. https://doi.org/10.29303/jppipa.v5i2.265
Lenita, N., & Azizah, I. N. (2022). Focusky application-assisted module teaching materials based on creative problem solving (CPS). AMCA Journal of Education and Behavioral Change, 2(2), 88–92. https://doi.org/10.51773/ajeb.v2i2.304
Mardievna, B. M., Mukhamadjanovna, J. S., Nematovich, N. O., & Azamovich, T. V. (2020). YONDASHUVLAR , MUAMMOLAR , TAKLIF. 1–9.
Martatiyana, D. R., Usman, H., & Lestari, H. dewi. (2023). Application of the Addie Model in Designing Digital Teaching Materials. Jurnal Pendidikan Dan Pengajaran Guru Sekolah Dasar (JPPGuseda), 6(1), 105–109. https://doi.org/10.55215/jppguseda.v6i1.7525
Melinia, S., & Nugroho, N. (2022). Creating a Video Using Canva Application as an English Learning Media of Recount Text Material. JEdu: Journal of English Education, 2(2), 118–129. https://doi.org/10.30998/jedu.v2i2.6644
Mursyidin, M. G., Wahyudi, K. P., & Ahmala, M. (2022). Utilization of Digital Application as English Learning Media. English Education : English Journal for Teaching and Learning, 10(2), 186–204. https://doi.org/10.24952/ee.v10i2.6748
Okpatrioka. (2023). Research And Development (R & D) Penelitian yang Inovatif dalam Pendidikan. Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100.
Pahmi, & Syahfutra, W. (2019). Development of Learning Media Using VideoScribe for the Subject of Present Continuous Tense. Биохимия, 84(10), 1511–1518. https://doi.org/10.1134/s0320972519100129
Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53–60. https://doi.org/10.29333/aje.2019.426a
Putri, A. S., & Aznam, N. (2019). The Effectiveness of Science Learning Media Using Focusky Software on Junior High School Students’ Higher Order Thinking Skills. Scientiae Educatia, 8(1), 12. https://doi.org/10.24235/sc.educatia.v8i1.3886
Santiana, S., Hadiningrum, A., & Andriani, A. (2023). @GURUKUMRD: the Greatest Way to Learn English Vocabulary. International Journal of Education Research and Development, 3(2), 71–84. https://doi.org/10.52760/ijerd.v3i02.41
Saputra, Y. A., Apriliaswati, R., & Salam, U. (2021). Designing Lectora Inspire-Based Application as Interactive Multimedia for Teaching Vocabulary of Recount Text. FOSTER: Journal of English Language Teaching, 2(4), 485–498. https://doi.org/10.24256/foster-jelt.v2i4.64
Sari, I. P., Sormin, R. K., Purba, A., Rahayu, A. P., & Khairas, E. E. (2023). Effectiveness of Flash Card Media to Improve Early Childhood English Letter and Vocabulary Recognition in Reading. Journal of Education and Learning Research, 1(1), 1-7.
Sari, S. N., & Aminatun, D. (2021). Students’ Perception on the Use of English Movies To Improve Vocabulary Mastery. Journal of English Language Teaching and Learning, 2(1), 16–22. https://doi.org/10.33365/jeltl.v2i1.757
Setiawan, G. S., Widayati, S., Adhe, K. R., & Saroinsong, W. P. (2023). Expose Application: A Development of Learning Media For Optimising Young Learners’ English Vocabulary. Elsya : Journal of English Language Studies, 5(1), 68–84. https://doi.org/10.31849/elsya.v5i1.11651
Simanungkalit, J. R. M., & Katemba, C. V. (2023). Utilizing English Tiktok as a media in learning English vocabulary: University students’ perspective. Eduvelop: Journal of English Education and Development, 6(2), 137-150. https://doi.org/10.31605/eduvelop.v6i2.2331
Susana, P., & Irfandi. (2022). JIPMuktj:Jurnal Ilmu Pendidikan Muhammadiyah Kramat Jati Volume 3 No 2 2022 https://jipmukjt.com/index.php/JIPMuKjt Rika Rahim, Nur Izzatin Nadifah, Tamara, St. Maizah, Sini Apriliani. 3(2), 34–46.
Syahrir, L., & Anwar, P. (2022). Improving Students Vocabulary Mastery By Using Fly Swatter Game At The Seventh Grade Students Of SMP Negeri 2 Kulo. La Ogi: English Language Journal, 8(1), 35-39. https://doi.org/10.55678/loj.v8i1.609
Tjahyanto, M. C. N. (2022). Addie model course design for the creative industry department. Journal of Applied Studies in Language, 6(2), 206–213. https://doi.org/10.31940/jasl.v6i2.708
Wijaya, T. W., Isnanda, R. G., & Priwadhana, B. S. (2022). The Development of Game App “Find the Object” to Improve English Vocabulary Mastery. Emerging Information Science and Technology, 1(4), 126–135. https://doi.org/10.18196/eist.v1i4.16594
Yelvia, E., Syafitri, W., Kardena, A., & Dewi, M. P. (2023). the Effect of Using Pictionary Games on Students’ Vocabulary Mastery. ELP (Journal of English Language Pedagogy), 8(1), 56–65. https://doi.org/10.36665/elp.v8i1.717
DOI: http://dx.doi.org/10.31258/jes.8.3.p.499-512
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Bima Natra
![Creative Commons License](http://i.creativecommons.org/l/by/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution 4.0 International License.
Publisher: FKIP Universitas Riau