DEVELOPMENT OF ENGLISH LISTENING CONVERSATION LEARNING MEDIA THROUGH INTRODUCTION TO BATIK MOTIVES BASED ON MOBILE AUGMENTED REALITY
Abstract
Keywords
Full Text:
PDFReferences
Anggrawan, A., Yassi, A. H., Satria, C., Arafah, B., & Makka, H. (2019). Comparison of Online Learning Versus Face to Face Learning in English Grammar Learning. 2019 5th International Conference on Computing Engineering and Design (ICCED). Singapore: IEEE. doi:10.1109/ICCED46541.2019.9161121
Beránková, J., Čechová, I., & Zerzánová, D. (2011). Computer assisted language learning implementation in the military university environment. 011 14th International Conference on Interactive Collaborative Learning. Piestany, Slovakia: IEEE.
Branch, R. M. (2009). Intructional Design: The ADDIE Approach. Georgia: Springer.
Chang, W.-C., Chen, C.-M., & Yang, S.-M. (2018). An English Vocabulary Learning APP with Self-Regulated Learning Mechanism for Promoting Learning Performance and Motivation. 2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 164-169). Yonago, Japan: IEEE. doi:10.1109/IIAI-AAI.2018.00040
Draxler, F., Labrie, A., Schmidt, A., & Chuang, L. (2020). Augmented Reality to Enable Users in Learning Case Grammar from Their Real-World Interactions. CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1–12). Honolulu HI USA: ACM. doi:https://doi.org/10.1145/3313831.3376537
Hou, Y.-A. (2018). The Relationship between English Learning Environment and English Learning Effects. 2018 1st International Cognitive Cities Conference (IC3). Okinawa, Japan: IEEE. doi:10.1109/IC3.2018.00-16
Hu, T.-W., Feng, C.-S., Hsu, C.-C., & Liu, C.-Y. (2019). Research on Interface Improvement of English Vocabulary Learning APP. ICIT 2019: Proceedings of the 2019 7th International Conference on Information Technology: IoT and Smart City (pp. 165–169). Shanghai China: ACM.
Jiang, S., Li, B., Guo, S., & chen, Y. (2019). The Design and realization of APP for higher Voccational College students English Learning. EBIMCS '19: Proceedings of the 2019 2nd International Conference on E-Business, Information Management and Computer Science (pp. 1–5). Kuala Lumpur: ACM. doi:https://doi.org/10.1145/3377817.3377840
Liu, E., Liu, C., Yang, Y., Guo, S., & Cai, S. (2018). Lesson, Design and Implementation of an Augmented Reality Application with an English Learning. 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 494-499). Wollongong, NSW, Australia: IEEE. doi:10.1109/TALE.2018.8615384
M. Elaish, M., Ghani, N. A., Shuib, L., & Al-Haiqi, A. (2019). Development of a Mobile Game Application to Boost Students’ Motivation in Learning English Vocabulary. IEEE Access ( Volume: 7), 13326 - 13337. doi:10.1109/ACCESS.2019.2891504
Vedadi, S., Abdullah, Z. B., & Cheok, A. D. (2019). The Effects of Multi-Sensory Augmented Reality on Students’ Motivation in English Language Learning. 2019 IEEE Global Engineering Education Conference (EDUCON) (pp. 1079-1086). Dubai, UEA: IEEE. doi:10.1109/EDUCON.2019.8725096
Wang, Y.-C. (2020). Promoting English Listening and Speaking Ability by Computer-Supported Collaborative Learning. IC4E 2020: Proceedings of the 2020 11th International Conference on E-Education, E-Business, E-Management (pp. 228–233). Osaka Japan: ACM.
Article Metrics
Abstract view : 254 timesPDF - 178 times
Refbacks
- There are currently no refbacks.
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi 4.0 Internasional.