The Effectiveness of using English Animation Apps to Improve
Students’ Vocabulary Mastery at Grade V of Elementary School
Yosa Novia Dewi
1a
, Eka Melati
2b
, Khidayatul Munawwaroh
3c
, Sadjiran
1d
and
Sherly Franchisca
4e
1
Universitas Putra Indonesia Yptk Padang, Jl.Raya Lubuk Begalung Padang, Sumatera Barat, Indonesia
2
Institut Teknologi Mitra Gama, Jl. Kayangan no 99, Duri, Riau, Indonesia
3
Universitas Batanghari, Jl. Slamet Riyadi, Broni-Jambi, Indonesia
4
Universitas Ekasakti, Jl. Veteran Dalam No.26 B Padang, Sumatera Barat, Indonesia
Keywords: English Animation Apps, Vocabulary, Elementary School, Student, Effectiveness.
Abstract: A vocabulary is a repertoire of words that forms the basis for a person to be able to speak. A person's English
skills depend on the quantity and quality of his/her vocabulary. However, learning and remembering
vocabulary is not easy for primary school students. This is because English is not a language that is commonly
used daily. So a learning media is needed that can help students in learning English vocabulary. English
Animation Apps is an application that contains animated videos that can be used by students as a means of
learning English vocabulary. This application is a child-friendly application because children can learn while
playing, so learning does not become boring. This study is an experimental research that aims to measure the
effectiveness of using English Animation Apps to improve the mastery of English vocabulary of grade 5
elementary school students. The students were invited to learn English by using animations in the form of
games and light exercises. Furthermore, students were given pre and post-tests that would assess the
improvement of English vocabulary mastery. The students are taught to remember several vocabulary words
and simple grammar. The vocabulary in this study is measured into 4 aspects, namely: verb vocabulary, noun
vocabulary, adjective vocabulary, and adverb vocabulary. The results showed that the application of English
Animation Apps can improve students' mastery of English vocabulary.
1 INTRODUCTION
The language of English is one of the most important
international languages that should be mastered by
the Indonesian generation to be able to compete in the
era of digitalization. English has even been taught
since children were in primary education. English has
even been included in the school curriculum as one of
the languages that must be learned (Dewi, Zaim, and
Rozimela 2022). People express themselves through
language. It is used to share their ideas, emotions, and
opinions with others in addition to expressing them
(Karnedi and Utami 2022)
a
https://orcid.org/0000-0003-2923-0478
b
https://orcid.org/0000-0002-7960-0644
c
https://orcid.org/0000-0002-0926-5078
d
https://orcid.org/0000-0001-5347-7097
e
https://orcid.org/0000-0003-3398-3368
However, the results of EF (Education First)
research in 2016 on English language skills show that
Indonesia ranks 32nd out of 72 countries studied with
a score of 52.94 or in the middle ability level
category. This score is lower than 3 other ASEAN
countries, namely Singapore in 6th place (score 63.52
with a very high proficiency level), Malaysia in 12th
place (score 60.70 with high proficiency level), and
the Philippines in 13th place (score 60.33 with very
high proficiency level). Even Indonesia's English
proficiency score is lower than Vietnam, which is one
level above Indonesia's or 31st (score 54.06). This
proves that it takes hard work from various parties to
increase the level of English proficiency of the
206
Novia Dewi, Y., Melati, E., Munawwaroh, K., Sadjiran, S. and Franchisca, S.
The Effectiveness of Using English Animation Apps to Improve Students’ Vocabulary Mastery at Grade V of Elementary School.
DOI: 10.5220/0012198600003738
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 206-212
ISBN: 978-989-758-669-9; ISSN: 2975-9676
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
Indonesian population to at least a high category
level.
As an effort to improve students' ability in
English, English subjects are directed to develop four
skills that must be mastered, namely listening,
speaking, reading, and writing. Furthermore, the key
for these four skills to develop well is the mastery of
vocabulary in English (Azizah 2020).
Vocabulary is the vocabulary of a language
(Sayekti 2015). A person's vocabulary mastery can
affect the way they communicate, if their vocabulary
mastery is good, then someone will find it easier to
arrange words into sentences than people with poor
vocabulary mastery. Vocabulary should be taught
from the basic level to give more time to learning
English (Pitriana and Syahrudin 2013).
Adequate vocabulary mastery can determine the
quality of a person in language. Without sufficient
knowledge of English vocabulary, students will not
be able to convey or receive messages effectively.
Vocabulary learning must be done effectively,
namely contextual vocabulary learning, learning that
is following communication objectives, learning that
is meaningful in everyday life, and carried out
actively, creatively, and fun (Septina, Hasyim, and
Sukirlan 2015).
Vocabulary is the basic element that a student
should master before learning a language (Muhyidin
2018). If the vocabulary is not sufficiently mastered,
the idea cannot be conveyed. The students should
know the meaning of the vocabulary, be able to spell
the vocabulary appropriately, be able to use the
vocabulary appropriately in the sentence, and be able
to pronounce it appropriately. Some problems in
mastering vocabulary in students are very diverse
ranging from errors in spelling, pronunciation, and
choosing the right words in writing and speaking
(Muhyidin 2018).
A vocabulary is a word treasury that is the basis
for a person to be able to speak, a person's language
skills depend on the quantity and quality of his/her
vocabulary (Suryana and Septian 2019). However,
learning and remembering a large vocabulary is not
easy.
Therefore, a learning media is needed that can
help students in learning vocabulary. The use of
media or tools is very helpful in learning activities,
especially in improving student learning outcomes
(Rindawati, Thamrin, and Lusi 2022).
Nowadays, the advancement and sophistication of
technology put all affairs at the fingers of humans,
known as the cyber world. Wise and innovative
utilization of technology can help increase students'
interest in learning English. Therefore, learning
media in the form of applications is needed to make
learning activities more interesting that not only use
visuals but also audiovisuals. Zaim (2016),
innovative learning media can be produced by
utilizing technology. Technology-based learning
media has the potential to transform the traditional
classroom into an infinite world of imaginary
environments. Students can learn independently so
that they can learn anytime and anywhere without the
need for intense guidance from the teacher. The
students were able to use and learn English easily and
efficiently.
Technological developments have produced a
variety of smartphones that provide a variety of
innovative and creative features, one of which is
Android. Android is an operating system for mobile
phones (mobile phones) that is assisted by Linuk.
Android is a mobile device that includes an operating
system, middleware, and key applications. Android
provides an open platform for developers to create
their applications for use by various mobile devices,
by providing an open platform, android developers
offer the ability to build very rich and innovative
applications (Purnamasari and Wiranatha 2014)
Through the development of this technology, it
provides an opportunity for learning to be carried out
using the Android platform in helping students'
understanding and fluency in learning English.
(Purnamasari and Wiranatha 2014) explains that
Android is an operating system for Linux-assisted
mobile devices that includes an operating system,
middleware, and applications released by Google.
Android is provided openly (open source) so that
developers freely develop applications. The nature of
the Android free platform makes it easy for users to
freely create applications with no royalties to pay, no
membership, no testing fees, and no contracts
required and can be freely distributed in various
forms.
There are three types of learning media used by
educators in classroom learning: auditive, visual, and
audiovisual. From the aspect of cognitive
development, audiovisual learning media is the right
media to use at primary school age. Piaget's cognitive
development theory explains that the age of 7-11
years is called the concrete operational phase, which
is a phase that is characterized by the limited ability
of children to understand things that are not concrete
or abstract. The learning process, especially for
children, is not easy because most children are not
able to focus when learning. Another difficulty for
children in learning is due to the tendency of
children's learning patterns that prefer to play is also
very influential so theoretical learning alone is not
The Effectiveness of Using English Animation Apps to Improve Students’ Vocabulary Mastery at Grade V of Elementary School
207
optimal for learning English in children. In addition,
English is not a language that is used daily by children
and parents, so they are not used to capturing what the
teacher says and pronouncing the pronunciation in
English. This results in the length of time that
children need to be able to communicate using
English.
Hence, the use of audiovisual media is the right
choice for them as the benefits and advantages of
audiovisual media are mentioned earlier. Audiovisual
media can make learning more meaningful, varied,
and interesting, and enrich the learning experience of
students (Fatmawati 2021).
Audiovisual learning media is one form of
animated video. English Animation Apps is an
application that contains animated videos that can be
used by students as a means of learning English
vocabulary. This app is a child-friendly app because
children can learn while playing, so learning does not
become boring. Play is a means of learning for
children. Through play, children are invited to
explore, discover, utilize, and draw conclusions about
the objects around them. This makes a breakthrough
as an educational or training program packaged in the
concept of entertainment a solution in the learning
process so that every child is almost unaware that they
are being invited to learn.
The learning video that is packaged interestingly
is one of the efforts to increase students' interest in
learning, especially in memorizing English
vocabulary. In the learning process, the media used
must be able to attract children's attention so that it
can foster learning motivation, teaching materials
will be clearer in meaning so that they can be better
understood by children and allow children to better
master teaching objectives, and teaching methods
will be more varied, not merely verbal
communication through words by the teacher so that
children are not bored and teachers do not run out of
energy (Marlianingsih, 2016).
Therefore, this research is important to measure
the effectiveness of using English Animation Apps in
improving the English vocabulary of primary school
students.
2 METHOD
A focus on recognizing different techniques is placed
between quantitative and qualitative research
(Karnedi, Zaim, and Mukhaiyar 2021). This is
quantitative research. Data collection focused on the
respondents' profile, English vocabulary acquisition,
and English language skills before and after the
application of English Animation Apps. This research
was conducted in the year 2021 on the 5th-grade
elementary school students a total of 120 students
who came from 4 schools in Padang Pariaman
Regency.
The data in this research consisted of primary
data. Primary data was collected through pretest,
posttest, and student observation.
Data processing used Microsoft Excel version
2010. Data were inputted, cleaned, and tabulated,
then categorized. After that, the data was analyzed
using quantitative analysis.
Testing the effectiveness of using English
Animation Apps in improving students' English
vocabulary and language skills was obtained using a
data collector in the form of a test. (Riduwan 2006)
define a test as a data collection instrument as a series
of questions/exercises used to measure knowledge
skills, intelligence, abilities, or talents possessed by
individuals/groups. The test was conducted in the
effectiveness test in the form of a pre-test and post-
test using the development product in the form of
multiple choice.
The objective test in the form of multiple-choice
items is known as an objective test in the form of
multiple-choice items. The pre-test and post-test
instruments to measure English vocabulary mastery
consist of items that will assess students' vocabulary
mastery in verbs, nouns, adjectives, and adverbs.
Primary school students' English proficiency was
measured by simple questions covering 4 (four)
aspects of proficiency, namely: listening, speaking,
writing, and reading.
3 RESULT AND DISCUSSION
This research is a type of experimental research that
aims to measure the effectiveness of using English
Animation Apps to improve vocabulary mastery in
English for grade 5 elementary school students. The
students are invited to learn English by using
animations in the form of games and light exercises.
Furthermore, students were given pre and post-tests
that would assess the improvement of vocabulary
acquisition and English language skills.
This research is interesting to do because
technological developments make it easier for
students to learn English. Advances in technology
have produced a variety of interactive media,
especially in the form of applications. Various
applications are intended for all groups, from school-
age children to adults. Children can use the app as a
fun learning tool. Various studies have been
ICoIE 4 2022 - The Fourth International Conference on Innovation in Education
208
conducted to measure the effectiveness of learning
using this technology.
Some of these studies show that learning that
integrates technology and information in practice can
build students' interest and improve their ability in
learning. This is because the development of the
digital world makes students either directly or will
follow the development.
Huang (2018) developed an English language
learning system using an Android (smartphone)
application. The purpose of this research and
development is to create a learning environment that
can learn anywhere and anytime. The results of his
research show that the designed application attracts
students' interest in learning English. In addition,
students' English skills also improved after using this
application, especially listening skills.
In the Indonesian Minister of National Education
Regulation No. 22, the Year 2006 concerning Content
Standards for Primary and Secondary Education
Units, there are three scopes in English subjects,
namely: (1) Discourse skills, namely the ability to
understand and/or produce oral and/or written texts
that are realized in four language skills namely
listening, speaking, reading, and writing in an
integrated manner to achieve a certain level of
literacy. The four skills are used to respond to or
create discourse in social life. Therefore, English
subjects are directed to develop these skills so that
graduates can communicate and discourse in English
at a certain literacy level; (2) The ability to understand
and create a variety of short functional texts and
monologues as well as shaped essays. The gradation
of teaching materials appears in the use of
vocabulary, grammar, and rhetorical steps; and (3)
Supporting competencies, namely linguistic
competence, sociocultural competence, strategic
competence, and discourse-forming competence
(DEPDIKNAS, 2004).
The sample in this research is 120 grade 5
elementary school students consisting of 70% female
students and 30% male students. Female students are
more than male students.
Figure 1: Percentage of Respondents based on Gender.
The English language has a lot of complex and
irregular vocabulary and spellings. This is due to the
fusion of various words from different languages.
However, in this study, students were taught to
memorize several vocabulary and simple grammar. A
vocabulary usually starts with things seen around. For
example, animals, number sequences, fruits, and so
on.
The important thing in developing English in
children is by introducing vocabulary. The
vocabulary introduced to children can start with
things that are very close to children's lives, for
example, verbs, names of body parts, names of fruits,
names of animals, and others (Salsabilah 2020).
Rahmawati (2013) explains that in using learning
methods and media to develop children's English
vocabulary, it is also important to combine it with
games. This is because playing for children is a fun
activity. If in the past playing was done in the
classroom and the field using only conventional
media, then the innovation that can be created today
is by utilizing media that is under the conditions of
modern times today.
Figure 2 shows that there is an improvement in
students' English vocabulary mastery after the
application of English Animation Apps. Vocabulary
mastery in this study is measured in 4 aspects,
namely: verb vocabulary, noun vocabulary, adjective
vocabulary, and adverb vocabulary.
The pretest score showed that the average score of
students' English vocabulary acquisition before the
use of English Animation Apps was 31.5 points, with
details: verb (30 points), noun (35 points), adjective
(30 points), and adverb (30 points). Meanwhile, after
the use of English Animation Apps, there was an
increase in students' mastery of English vocabulary
by 31.5 points. The average score of students' posttest
is 62.5 points, with details: verb (60 points), noun (65
points), adjective (60 points), and adverb (60 points).
Figure 2: Score of Students’ Vocabulary Mastery.
70%
30%
Women Men
30
35
30 30
31,5
60
65 65
60
62,5
30 30
35
30
31,5
Verb Noun Adjective Adverb Average
Pretest Posttest Difference
The Effectiveness of Using English Animation Apps to Improve Students’ Vocabulary Mastery at Grade V of Elementary School
209
The results are similar to the research of Suryana
and Septian (2019) who applied the Let's Learn
English application to children aged 5-12 years. This
android-based Let's Learn English application
consists of 6 basic English vocabulary training
materials regarding colors, numbers, fruits, letters,
fruits, animals, and objects. The application is also
accompanied by exercises and evaluations to measure
children's understanding. This application is
supported by images, sounds, and animations that are
expected to attract children's interest in learning. The
results of the application evaluation show that this
application can improve learners' understanding of
the material about basic English vocabulary with the
application of fun interactive learning.
Furthermore, the results also show that more than
90% of students feel happy learning English
vocabulary using English Animation Apps. This
result is reinforced by the observation which shows
that students seem enthusiastic in learning English.
More than 80% of students were active during
learning.
In addition to English vocabulary mastery, this
study also measured students' English language
ability after the use of English Animation Apps.
Students' English proficiency was measured using
pretest and posttest instruments. These pre-test and
post-test instruments consist of questions that will
assess students' English skills in 4 (four) aspects,
namely: listening, speaking, writing, and reading. The
questions in these 4 aspects relate to simple things in
everyday life.
language skills in the curriculum at school usually
include four aspects, namely speaking, listening,
reading, and writing skills. Each skill is closely
related to the other three skills in various ways. The
four skills are one unit, commonly referred to as a
game of single chess. Furthermore, each skill is also
closely related to the thought processes that underlie
language. A person's language reflects his or her
thoughts. The more skillful a person is in language,
the brighter and clearer his or her way of thinking.
Skills can only be mastered through practice and
training.
The assessment of English language learning is an
activity to measure learners' mastery of English and
to obtain information on the extent to which the
indicators of success that have been formulated have
appeared in learners' English language behavior. The
results of the assessment can be communicated to
learners qualitatively, in the form of descriptions of
their language behavior, or quantitatively, in the form
of grades, or both. Whatever the form, assessment is
an integral part of learning activities and should have
a positive impact on the development of target
competencies. Thus, assessment is conducted
throughout the learning process (Panjaitan 2010).
Meanwhile, (Bachman 1990) terms
communicative skills with the term language ability,
which is a construct that should be measured in
language tests. Thus, learning must be directed
towards mastering the competence of the four
language skills so that graduates can communicate.
For example, for speaking skills, learning is directed
at developing learners' competence in performing
speech acts such as opening a conversation,
maintaining it, closing a conversation, asking for
help, greeting, expressing joy, apologizing, inviting,
and so on in a particular context. For writing skills,
learning is directed at developing learners' ability to
perform communication (rhetorical) steps, such as
elaborating, adding, sharpening ideas, and
concluding.
Figure 3 shows that the pretest scores indicate that
the average score of students' English language skills
before the use of English Animation Apps was 15
points, with details: listening skills (10 points),
speaking skills (15 points), writing skills (30 points),
and reading skills (20 points). Meanwhile, after the
use of English Animation Apps, there was an increase
in students' English language skills by 17.5 points.
The average student posttest score is 32.5 points, with
details: listening ability (25 points), speaking ability
(30 points), writing ability (35 points), and reading
ability (40 points). This means that the use of English
Animation Apps can improve the English language
skills of elementary school students.
These results are in line with the results of
research by (Leong and Ahmadi 2017) who
conducted research related to factors that affect
students' English language skills, especially in
speaking. The results showed that English language
ability is influenced by several factors including
students' interest in learning English, teachers'
teaching methods, teaching materials and learning
media used by teachers, and students' level of practice
in speaking English. Teachers should be able to
increase students' confidence in speaking English so
that students feel more comfortable. In addition,
interactive learning materials can improve students'
ability to speak English. This is because students can
learn and practice English with more fun.
Furthermore, the results of Salsabilah's research
(2020) also show that the use of English educational
video games can help children increase their English
vocabulary. In addition, the use of English video
games can attract interest and increase children's
ICoIE 4 2022 - The Fourth International Conference on Innovation in Education
210
interaction in learning so that the introduction of
English vocabulary will be more effective.
Therefore, it is important to pay attention to the
material, duration, ability level, and specificity of the
children.
It can be done by introducing English vocabulary
to children about things that are closest to the child's
life through English educational games. This can
make children interested and not easily forgotten by
children. Through English educational video games
by considering children's distinctiveness, language
development, and language acquisition theory, it can
be an effective way to develop children's English
vocabulary.
Figure 3: Score of Students’ English ability.
4 CONCLUSIONS
Some of the problems in mastering vocabulary in
students are diverse ranging from errors in spelling,
pronunciation, and choosing the right words in
writing and speaking. This is because English has a
lot of complex and irregular vocabulary and spelling.
However, in this study, students were taught to
memorize several vocabulary and simple grammar. A
vocabulary usually starts with things seen around. For
example, animals, number sequences, fruits, and so
on. Vocabulary mastery in this study is measured in 4
aspects, namely: verb vocabulary, noun vocabulary,
adjective vocabulary, and adverb vocabulary.
Advances in technology have produced various
interactive media, especially in the form of
applications. Various applications are intended for all
groups, from school-age children to adults. Children
can use apps as a fun learning tool. Various studies
have been conducted to measure the effectiveness of
learning using this technology.
Some of the research results above show that
learning that integrates technology and information in
practice can build students' interest and improve their
ability in learning. This is because the development
of the digital world makes students either directly or
will follow these developments.
Testing the effectiveness of using English
Animation Apps in improving students' English
vocabulary and language skills was obtained using a
data collector in the form of a test. The pre-test and
post-test instruments to measure English vocabulary
mastery consist of questions that will assess students'
vocabulary mastery in verbs, nouns, adjectives, and
adverbs. Meanwhile, the English language skills of
primary school students were measured from simple
questions covering 4 (four) aspects of ability, namely:
listening, speaking, writing, and reading.
The research results show that there is an increase
in students' English vocabulary mastery after the
application of English Animation Apps. The pretest
score showed that the average score of students'
English vocabulary acquisition before the use of
English Animation Apps was 31.5 points. The
average post-test score was 62.5 points. This means
that after the use of English Animation Apps, there
was an increase in students' mastery of English
vocabulary by 31.5 points.
The results also showed that more than 90% of
students felt happy learning English vocabulary using
English Animation Apps. This result was reinforced
by the observation which showed that students
seemed enthusiastic in learning English. More than
80% of students are active during learning.
Further, the results also show that the use of
English Animation Apps can improve the English
language skills of primary school students. The
average score of students' English proficiency before
the use of English Animation Apps.
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