A Design of Mobile Learning Application for English Learning
in Indonesia
Salaki Reynaldo Joshua
1
a
and Tini Mogea
2
b
1
Electronics, Information and Communication Engineering, Kangwon National University,
Jungang-ro, Samcheok-si, Gangwon-do, Republic of Korea
2
English Education, Universitas Negeri Manado, Kampus Hasiru, Tondano, Indonesia
Keywords: English Learning, Mobile Application, MDLC, Testing, SENSATION.
Abstract: The development of mobile-based applications for cellular technology is accelerating at the moment. Mobile
applications are intended not only for entertainment purposes but also as an alternative learning medium.
SENSATION: Learning English with a Mobile Application is a mobile-based English learning medium that
is made more appealing and user-friendly by focusing on Indonesian-speaking users. The Multimedia
Development Life Cycle (MDLC) method was used to create the SENSATION application. The testing stages
in this study began with system validation and content, then progressed to initial application testing. The study
used a purposive sampling method, with expert-validated questionnaires, and the data was analyzed
descriptively. In the media expert validation, there are three aspects of evaluation. The media expert validation
process has three assessment aspects and the material expert validation process has four assessment aspects.
The SENSATION application had nine assessment points in the initial test. Based on the validation of media
experts and material experts with excellent criteria in terms of systems and content, the results showed that
the SENSATION application was valid. After using SENSATION, the initial application testing revealed a
positive response in terms of user acceptance. Furthermore, the study's findings are being used in the
application distribution stage.
1 INTRODUCTION
The development of technology in the cellular field is
currently very rapid, from the cellular model itself to
its functions. Maryam is one example of how cell
phones can be used as a learning tool. A mobile
application as an application that can run on a cell
phone and be used to learn, process, and obtain
practical information (it is not time-bound and can be
carried anywhere). As a result, as technology
advances, the use of English as a world language that
dominates the era of communication is required (Hu,
2016). English enables you to participate in the global
community in the broadest sense.
Even in some fields, English is required
(Mobinizad, 2018). The benefits of mastering English
include more flexible intellectual (Salaki et al., 2015),
academic, language, and social skills that are ready to
enter a social context with people of different
a
https://orcid.org/0000-0003-2163-4945
b
https://orcid.org/0000-0003-4296-1785
languages and cultures (Najla’a H. Al-Ajmi, 2020).
This implies that mastering the English language is a
critical requirement for modern culture today
(Damayanti, A. E., Imam S., Happy K., 2018)
because mastering the English language allows
anyone to extend their relationship with the foreign
community (Ezzelden, 2019).
Even in some fields, English is required. The
benefits of mastering English include more flexible
intellectual (Salaki et al., 2015), academic, language,
and social skills that are ready to enter a social context
with people of different languages and cultures. This
implies that mastering the English language is a
critical requirement for modern culture today
because mastering the English language allows
anyone to extend their relationship with the foreign
community (Putra et al., 2020).
Mobile education is defined as a learning process
that is delivered or supported by handheld and mobile
Joshua, S. and Mogea, T.
A Design of Mobile Learning Application for English Learning in Indonesia.
DOI: 10.5220/0012198300003738
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 4th International Conference on Innovation in Education (ICoIE 4 2022) - Digital Era Education After the Pandemic, pages 191-199
ISBN: 978-989-758-669-9; ISSN: 2975-9676
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
191
technologies such as personal digital assistants
(PDAs), smartphones, or wireless laptops (Kuimova
& Zvekov, 2016). Because of the increasing use of
mobile technology in society and by the younger
generation (Musahrain, 2016), students will expect
the subject matter to be delivered via mobile
technology so that it can be accessed from anywhere
and at any time (Al Said, 2020). We create mobile
applications to help people learn English for these
reasons.
2 LITERATURE REVIEW
2.1 English for Specific Purposes
English is used in several countries, including the
United Kingdom, the United States, New Zealand,
Australia, Canada, and Ireland. These countries are
all former British colonies (Jati, 2018). English is
widely spoken in other countries, particularly among
people who do not speak another language, even
though it is not the dominant language in that country
(Ozer & Kılıç, 2018). English is widely spoken in
Hong Kong, Singapore, Nigeria, the Philippines, and
Malaysia, for example. It is frequently used in such
countries as a means of communication between
people who speak different native languages. The
following are the applications of the English
language, and why learning English is important.
In this case, English for news and information is
commonly used as a means of exchanging
information and news (Ezzelden, 2019). 80% of
machine data is interpreted and stored in English
(Aljazzaf, 2020). The majority of satellite
correspondence is in English. English is used in more
than half of the world's newspapers. In many
countries where English is a minority language, there
is at least one English-language newspaper (Cabrera-
Solano et al., 2020). In India, three thousand English-
language magazines have been distributed. Many
countries broadcast English-language television
news. The influence of broadcasting is felt
everywhere; protesters in every country use signs
written in English.
Business, Diplomacy, and Vocation English.
English is the primary language of international trade,
diplomacy, science, and business (Gafni et al., 2017).
English is used to trade important commodities such
as silver, lead, and hard currency (Li, 2017). English
is also the official language of several international
organizations, including the United Nations and a few
others (Shi, 2016). International conventions are also
held in English. Many professional papers in English
have been published all over the world. Abstracts in
English are included in reports published in other
languages (Zhang & Zuo, 2019).
English is the global business language. The
majority of international business is conducted in
English (Aziz et al., 2018). To advance in a career,
many international companies have minimum
English language requirements (Rahmawati, 2016).
Even if everyone at work speaks the native language,
the company information may be all in English
(Ababneh, 2017). Learning English as a skill will
allow you to read and comprehend novels, magazines,
and newspapers from all over the world (Muhammed,
2014). It will also allow you to attend conferences and
seminars and network with other industry
professionals (Liu & Zhang, 2018). English for
entertainment. Popular media also plays an important
role in the transmission of English. American films
are used in nearly every country around the world,
and American music is heard everywhere (Mogea &
Salaki, 2016).
2.2 Mobile Learning
Mobile learning is a learning paradigm that occurs in
locations or situations where simple-to-use devices
are available, such as while a learner is using a
computer or a cell phone (Guo et al., 2017). With its
numerous potentials and benefits, it is hoped that
mobile learning will become an additional source of
learning in the future, increasing the productivity and
efficacy of the process as well as the learning
outcomes of Indonesian students.
The use of ICT in education continues to grow in
a variety of techniques and ways, which can be
defined in the e-learning context as a learning process
that uses electronic channels and digital media, as
well as mobile learning as a style of learning that
primarily uses mobile communication devices and
technologies.
The extremely high adoption rate of mobile
devices the relatively simple level of usage, and the
increasingly low cost of smartphones in comparison
to personal computer devices are driving forces that
are increasingly extending the use of mobile apps as
a current learning pattern that shapes a digital model
that can be used at any time. The creation of
instructional resources that can be accessed at any
time, as well as the representation of relevant content,
benefits the concept of mobile learning. the phrases
"M-Learning" and "Smartphone" .
Learning refers to the use of electronic devices
such as PDAs, smartphones, computers, and IT
applications in teaching and studying, with a focus on
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personal devices in this case. The goal of improving
mobile learning is a continuous learning process
(long-life learning). Students can be more involved in
the learning process, saving time because, when
applied to the learning process, students do not need
to be in the classroom just to collect homework (Ying,
2018).
3 RESEARCH APPROACH
3.1 Research Design
Researchers used the Multimedia Development Life
Cycle (MDLC) method to create SENSATION. The
MDLC method improves system development
effectiveness and efficiency (Tao., 2016). MDLC
system development consists of six development
processes, beginning with the concept phase and
ending with the distribution. Figure 1 depicts the six
stages of development.
Figure 1: Multimedia Development Life Cycle (MDLC).
1. During the concept stage, goals and audience
identification were determined.
2. The specifications for program architecture, style,
appearance, and materials were determined during the
design stage.
3. The third stage is the content acquisition, which includes
images, photos, animations, videos, audio, and source
code.
4. The application was built using the assembly stage,
which combined all contents and materials into a basic
application, such as storyboards, flow charts, and/or
navigation structures.
5. Following the assembly stage, testing was carried out in
two stages: (1) the first stage referred to alpha testing,
which was carried out by the developer, and (2) the
second stage was beta testing, which was carried out by
English teachers and students.
6. The application will be stored in media storage during the
distribution stage so that students and teachers can
download it and evaluate product development.
3.2 Sample of Research
The population of this study included all teachers and
students from elementary, junior, and senior high
schools in North Sulawesi, Indonesia. This app was
created to serve as an android-based learning medium
for all school grade levels, particularly elementary,
junior, and senior high school students. The sample
was chosen on purpose, based on the respondents'
time availability and willingness. The sample was
drawn from three levels of public and private schools
on the island of North Sulawesi. The validity of the
system and content was validated by four experts. In
addition, twenty-four English teachers and 640
students from 12 different schools (four elementary
schools, four junior high schools, and four senior high
schools) participated in the initial testing of the
SENSATION application.
3.3 Instrument of Research
In this study, the level of user acceptance was
determined using a valid and reliable questionnaire on
a Likert scale. Table 1 shows the four criteria and
scores that comprise the scale.
Table 1: Scoring Rules Likert Scale.
Category Score
Strongly Disagree (STS) 1
Disagree (TS) 2
Agree (S) 3
Strongly Agree (SS) 4
3.4 Procedure of Research
3.4.1 The Test of SENSATION Application
System
The SENSATION application system was tested
using the black box method in this study. This method
tested the application in terms of functional
specifications without testing the design or program
code to determine the application's functions, input,
and output based on the required specifications. The
application was validated using two methods: media
expert validation and material expert validation. To
validate the media, four experts, including expert
lecturers and English teachers, tested the application.
A Likert scale questionnaire with three assessments:
technical, content, and design was used to collect
data.
A Design of Mobile Learning Application for English Learning in Indonesia
193
The data was processed using the percentage
validation method. The application was tested by four
experts in the material expert validity test, who were
expert lecturers and English teachers. A Likert scale
questionnaire with four indicators was used to collect
data: ease of use, motivation, withdrawal, and
usefulness. The information was gathered and
validated using the percentage method.
3.4.2 Initial Test of SENSATION
Application
In the testing stage, SENSATION tested on English
teachers and students. The subject of this research
was 24 English teachers and six hundred and 40
students in twelve different schools. These schools
consist of four senior high schools, four junior high
schools, and four elementary schools, both public or
private school in North Sulawesi, Indonesia. The
sampling technique used was purposive sampling,
Data collection techniques using a Likert scale
questionnaire with nine assessments, namely
functionality, user friendly, beneficial, easy to be
implemented, applicable, the application is needed,
comfortable, easy to use, and easy to understand. This
questionnaire to collect feedback from students who
have used SENSATION during English lessons. The
data were processed using the percentage validation
method.
3.4.3 Data Analysis
Data from the questionnaire were processed using the
percentage validation method. The data processing
with the formula (Damayanti., 2018):
Xi =
 
 
𝑥 100%
Exp :
S max = Maximal score
Σ 𝑆 = Amount score
𝑥 = Eligibility scores for each aspect
questionnaire
Table 2: Validity test based on percentage.
Percentage Value
81%-100% Very good
61%-80% Good
41%-60% Pretty good
21%-40% Not good
0%-20% Very Not good
The results of the percentage score obtained from
data are interpreted in the criteria in Table 2.
4 RESULTS AND DISCUSSION
4.1 Results
People nowadays can enjoy the content provided by
Android and iOS, but there is little educational
content. The SENSATION is a learning system
created by a component of education. SENSATION
is an acronym that stands for "Study English with a
Mobile Application." The Android and iOS
frameworks were used to create SENSATION. The
SENSATION application is used for English
learning. People should be introduced to English at a
young age, with the emphasis on reading, writing, and
listening.
The SENSATION is an English-learning
application designed specifically for Indonesian
society, where both children and adults can use it. It
is hoped that by introducing English at a young age
as well as for adults, we will have a good
understanding.
The application's display is also tailored to
children's and adults' ages, with bright colors and
images that can pique their interest in learning. We
can learn both written English words and English
pronunciation in the SENSATION. It transforms the
sensation into a simple and interactive application for
learning English on your own for daily use.
The SENSATION was created in six stages of the
Multimedia Development Life Cycle (MDLC),
beginning with the concept, design, obtaining content
material, assembly, testing, and distribution. (1) The
concept stage is the author's preliminary study stage,
in which there is an initial study on the use of mobile
applications for learning English, followed by the (2)
design stage, which loads pages that will later be
displayed in the application. The following stage is
(3) Obtaining Content Material, in which the author
gathers the content that will be loaded into
SENSATION. Continue to the fourth stage,
"assembly," after finishing loading the material,
which is a stage of assembling material and testing
the application in a black box test for functionality
and application bugs. The following stage is (5)
testing to determine the application's readiness and
maturity level for use, followed by (6) distribution,
also known as the application dissemination stage.
The login page is the first page that users see
when they launch the SENSATION application. The
user will enter a username and password (if they
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already have an account) or create an account on this
page (if the user does not have one). Users can access
the applications via this page. The login and account
creation functions are used to identify users who are
using the application. Figure 2 depicts the
SENSATION login page in action.
Figure 2: SENSATION login page.
The following page is the English level page,
which allows users to select their English level. Users
will benefit from the ability to select their English
level because the material displayed to them will be
tailored to their level of English. Users can choose
between three English levels: low (individual words),
medium (simple phrases), and high (communicating
needs). The application will automatically display the
material based on the English level selected. Figure 3
depicts the display of the SENSATION English level
page.
Figure 3: SENSATION English Level Page.
The home page is the primary display that is
accessible to all users (all English levels). This page
displays six main options: learn (learning material),
practice (practice material), test (taking a test), games
(interesting games), information (about
SENSATION), and developer (development team).
Figure 4 depicts the homepage display.
Figure 4: SENSATION Homepage.
Figure 5 shows the page tenses that are available on
the learn page. The user will select the tenses to be
studied from four options on this page: present, past,
future, and past future. Users will have an easier time
learning tenses because they have been grouped so
that the existing tense groups are easy to remember.
Figure 5: SENSATION Tense Page.
Page tenses includes the presentation page, as
shown in Figure 6. The information on this page is
about the simple present test. Because the sensation is
intended for Indonesian users, the instructions for the
introductory material are in Indonesian.
A Design of Mobile Learning Application for English Learning in Indonesia
195
Figure 6: SENSATION Presentation Page.
The user is given a Test Page to assess his ability
using the six available test options. Starter, verb,
speaking, listening, expression, and idiom are the
options provided. Users are free to select from the
available test options. The SENSATION
automatically adjusts the test entries based on the
English level selected on the previous page by the
user. Figure 7 depicts the display of the test page.
Figure 7: SENSATION Test Page.
The practice page, as shown in Figure 8, is
designed for users who have previously tested. The
test level was adjusted by SENSATION based on the
user's current English level. Users can take listening,
speaking, reading, and writing tests on this page. This
will allow users to practice their basic English skills.
Figure 8: SENSATION Practice Page.
4.2 Discussion
English is referred to as a widely spoken first or
second language, particularly among people who do
not share another language, even though it is not the
dominant language in that country. In this case,
English for news and information is commonly used
as a means of exchanging information and news.
Approximately 80% of machine data is interpreted
and stored in English. The majority of satellite
correspondence is in English. English is used in more
than half of the world's newspapers. In many
countries where English is a minority language, there
is at least one English-language newspaper. In India,
three thousand English-language magazines have
been distributed. Many countries broadcast English-
language television news. Protesters in every country
use signs written in English due to the influence of
broadcasting. As a result, proficiency in English has
emerged as one of the most valuable assets for
competing in the global era.
4.2.1 Media Expert Validity Test
Initially, four media experts validated the
SENSATION application. The validity test is
performed in collaboration with experts in the design
and system of the sensation. The goal of this validity
test was to see if the development of the sensation
required some guidance from a group of English
teachers and experts (lector). Figure 9 depicts the
validity test result of the "sensation" by media
experts.
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Figure 9: Validity Test Result by Media Experts.
A Likert-scale questionnaire was used to conduct
the validity test by media experts. The score was
calculated and converted into a percentage.
Technical, content, and design indicators are used in
the evaluation. Technical indicators include the
system's technical capability. Content indicators
include an application system that displays content
based on user input, and design indicators include
system function compatibility with the initial design
of the SENSATION application. The media experts'
validity test aims to detect any errors or bugs in the
application.
According to Figure 9, the results of the media
experts' validity test show that the percentage is
greater than 80%. Based on the percentage validity
test, it is possible to conclude that the SENSATION
application was developed very well in terms of
technique, content, and application design. As a
result, the SENSATION application is extremely
simple to use.
4.2.2 Material Expert Validity Test
A validity test was performed on a sample of four
experts, with four indicators used as part of the
evaluation. Purposive sampling was used to select the
sample of ten experts, including lecturers and English
teachers. Material experts conduct validity testing to
determine whether the content matches the
application's initial purpose and design. Figure 10
depicts the findings of the media experts' validity
assessment.
Figure 10: Validity test result by Material Experts.
Aspects of evaluation include usability,
motivation, withdrawal, and usefulness. Content that
is easy to access, learn, and apply in everyday life is
included in easy-to-use indicators. Indicators of
motivation include whether the content motivates
users to learn and whether the content motivates users
to improve their English mastery. Evaluation
withdrawal indicators include whether the content
can entice users to use the application and entice users
to learn English using the SENSATION application.
Finally, usefulness assessment considers whether the
content in the SENSATION application is beneficial
to users, particularly in terms of improving English
mastery.
According to Figure 10, the results of the media
experts' validity test show a percentage of more than
80%. According to the percentage-based validity
table, the content of the SENSATION application is
very good in terms of ease of use, motivation,
withdrawal, and usefulness.
Based on the results system and material
validation, the SENSATION application met the
requirements of a mobile-based learning medium.
SENSATION is expected to provide three major
benefits that will serve as supplements, complements,
and substitutes.
1. Supplement
The SENSATION application's supplement functions
refer to optional characters, such as "users have
freedom of choice." In this case, users are free to
select provided features in the SENSATION. Users
can also access the application at any time and from
any location.
2. Compliment
In this case, the SENSATION augments the material
designed to supplement English learning in the
classroom. As a bonus, because it is designed for
Indonesian society, it also includes introductory
material in Indonesian to make it easier to understand.
The SENSATION material is programmed in this
case to serve as reinforcement or additional material
for Indonesian users.
3. Substitution
The goal of SENSATION is to provide an alternative
English learning platform where anyone can manage
their learning activities in accordance with their own
time and daily activities. As a learning alternative, the
SENSATION provides users with time and material
to study flexibility.
A Design of Mobile Learning Application for English Learning in Indonesia
197
4.2.3 Test of User Acceptance
The next writer completed the testing process after
completing the development of the SENSATION
application. A testing activity is a set of steps that can
determine whether or not software contains errors
when SENSATION is already in the user's hands
(bugs). At this stage, testing is performed to ensure
that the application's functionality is operational and
to evaluate the application's performance when used
by users. This testing will also determine the level of
user acceptance of SENSATION. The author can
determine the level of acceptance of the validators,
who are English practitioners, teachers, and students,
using this test. Where this test can help system
developers in the development of the SENSATION
application
The SENSATION application was first tested on
a group of 24 English teachers and 640 students from
12 different schools, which included four elementary
schools, four junior high schools, and four senior high
schools. The sampling is based on students' and
teachers' willingness to try out the application. The
sampling strategy is also based on the application's
original goal of being able to cover all education
sectors from elementary school to senior high school.
Figures 11 and 12 show the findings of the testing
research.
Figure 11: Design Validity Result.
When determining the level of user acceptance of
the SENSATION application, factors such as
functionality, user-friendliness, benefits, ease of
implementation, applicability (if applicable),
comfort, ease of use, and understanding are all taken
into account. According to the questionnaire results
shown in Figure 11, average users choose the option
"strongly agree" with an intensity of 50-90% in every
aspect of the assessment. Figure 12 illustrates the
testing results in greater detail.
Figure 12: Material Validity Result.
The results of this test are useful for determining
the level of user acceptance in SENSATION
application development. According to Figure 12, the
dominant value is strongly agreed, followed by
agreeing for the nine assessment indicators.
According to Figure 12, the level of acceptance of
some users indicates that they strongly agree that
SENSATION has good aspects of functionality,
benefits, ease of implementation, and applicability.
According to Figure 12, the majority of users
"strongly agreed" that SENSATION has good aspects
of the application that are needed: it is comfortable,
easy to use, and easy to understand. Finally, almost
all users stated in Figure 12 that they strongly agreed
that SENSATION has very good user-friendliness.
Based on the results of the user acceptance test, it
is possible to conclude that the majority of users are
satisfied with the SENSATION application. The
author can then use these results as data in the next
stage of application development, namely the
distribution stage. This stage entails distributing
applications to a larger number of consumers.
5 CONCLUSION AND
RECOMMENDATION
The SENSATION application is an effort to create
mobile-based English learning media aimed at
Indonesian language learners. The SENSATION
application development process is still in its early
stages (Version 1). SENSATION is very good in
terms of systems and content, according to the results
of validation by media experts and material experts.
According to the testing results, the SENSATION
application has a high level of user acceptance. The
study's findings are then used to make
recommendations for the next stage of development.
It is hoped that the development of this application
will assist users, particularly Indonesian-speaking
users, in learning English at their own pace.
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Furthermore, SENSATION application development
can be used as a model for the creation of similar
applications as well as complex applications for
English learners.
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