Main Article Content

Abstract

This research aimed to design an appropriate interactive multimedia to support teaching vocabulary of recount texts to tenth-grade students of MAN 2 Pontianak using Lectora Inspire. The interactive multimedia was designed based on the teacher’s interview, analysis of the current syllabus, and the English textbooks. The writer applied ADDIE as the research model. However, the writer only implemented four phases which were analyzing, designing, developing, and evaluation (ADDE). The product was designed by using Lectora Inspire and some supporting software. The contents of the interactive multimedia were focused on historical recount texts and it was adopted from “Buku Bahasa Inggris Kelas X” Version 2017 that linked to syllabus and learning objectives. The interactive multimedia was completed with some interactive features like feedbacks, navigation buttons, and dictionary. The writer used expert validation to evaluate the product based on the content aspects and the design aspects. It revealed that the product validation ranged from good to very good. Therefore, the interactive multimedia was usable to support teaching and learning processes in MAN 2 Pontianak.        

Keywords

Lectora Inspire Interactive Multimedia Recount Texts Teaching Vocabulary

Article Details

How to Cite
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

References

  1. Akbarini, N. R., Murtini, W., & Rahmanto, A. N. (2018). The effect of Lectora inspire-based interactive learning media in vocational high school. Jurnal Pendidikan Vokasi, 8(1), 78. https://doi.org/10.21831/jpv.v8i1.17970
  2. Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning: Methods and development (3rd Edition). Allyn and Bacon.
  3. Anggraeni, C. W. (2018). Promoting education 4.0 in English for survival class: What are the challenges? Journal of English Language, Literature, and Teaching, 2(01), 12–24. https://doi.org/10.31002/metathesis.v1i2.676
  4. Asih, W. K. (2013). Developing interactive learning multimedia to teach reading narrative. UNY Press.
  5. Badan Standar Nasional Pendidikan (BSNP). 2011. Penialaian buku teks pelajaran Bahasa Inggris sekolah menengah kejuruan. Jakarta: Badan Standar Nasional Pendidikan
  6. Borg, W. R & Gall, M. D. Gall (2003). Educational research: An introduction, Forth edition. Longman.
  7. Branch, R. M. (2009). Instructional design: The ADDIE approach. Spinger.
  8. Cennamo, K., & Kalk, D. (2019). Real World Instructional Design. Routledge. https://doi.org/10.4324/9780203712207
  9. Istikharoh. (2015). Developing interactive multimedia for reading and writing learning materials. UNY Press
  10. Suharto, G. (2006). Pengukuran Penilaian Hasil Belajar Bahasa Inggris. Yogyakarta: P3B UNY.
  11. Widiyati, D. N. (2015) Developing Interactive English Learning Materials by Using Lectora Inspire Program for Islamic Elementary School Students in Yogyakarta. S2 thesis, UNY
  12. Wiraldi, Jufriadi, M. I. (2020). Improving Vocabulary Mastery of The Seventh Year Students Using Scattergories Game in SMP Negeri 8 Palopo. FOSTER: Journal of English Language Teaching, 1(2), 159–167.