Android Application Model Theoretical Review
Second, flexible use means that the design should provide a wide range of individual abilities, preferences, schedules, levels of connectivity, and choices in
methods of use. It allows the devices to provide songs, videos, or pictures. The next is simple and intuitive, which means that unnecessary complexity should be
eliminated and the design should be simple and intuitive. Next, perceptible information means it is recommended to add captions, descriptors, and
transcriptions. The fifth principle is tolerance of error. It minimizes hazards and adverse consequences of errors in software operation. The next is low physical
and technical effort which means that m-learning should be developed requiring a low and physical effort which related to inputting text into devices. Then, for
community of learners and support should be facilitated through the development of groups and support from appropriate tools. The last principle is instructional
climate, which focuses on the interaction between the instruction and the learners in various forms.
b. Mobile Assisted Language Learning MALL
As the use of mobile devices in supporting language learning become more rapidly, many educational institutions develop learning model as a
communication media. Previously, the use of internet or technology is popularly referred to as CALL Computer Assisted Language Learning. According to
Warschauer 1996 states that CALL is an approach to teaching and learning foreign languages through which the computer and computer-based resources
such as the internet are used to present, reinforce, and assess material to be learned. Nowadays, the use of internet can be more easily accessed through
mobile devices. Another term, MALL Mobile Assisted Language Learning has come to its existence to provide independent and effective learning. MALL has so
much in common with CALL Stockwell Hubbard, 2013. Kukulska-Hulme and Shield 2008 define MALL as an access to wireless device network that can
communicate with such networks increase, the use of mobile devices in supporting language learning becomes more common. They also differentiate
MALL from CALL related to its use of personal, portable devices that enable new ways of learning that emphasize access and interaction in different contexts.
Furthermore, MALL deals with the use of mobile technology in language learning Miangah Nezarat, 2012. They state that MALL can be considered an ideal
solution to language learning barriers in terms of time and place. In line with the concepts of mobile learning, there are some values
related to MALL proposed by Elias 2011. Firstly, MALL delivers content in the simplest possible format equitable use. Secondly, MALL has flexible use
package content in small chunks. Thirdly, MALL allows tolerance for error. It scaffolds and supports situated learning methods. Lastly, MALL has instructional
climate, for instance push regular reminders, quizzes, and questions to students. Furthermore, since most of the developed mobile media contains
software, it is necessary to be in accordance with some principle related to well- designed software in developing mobile language learning. Egbert Hanson-
Smith 1999 suggest some characteristics of well-designed software. The first characteristic is related to consistency. It means that the elements on the screen
remain stable from one display to the next, such as color, layout, capitalization, and fonts which must be consistent. The second is good use of space. It means
that each section of content should fit onto one screen, and the different parts should be distinguished through variations in color, style, or other treatments. The
next characteristic is Legibility, which means that the text on the screen must be legible the letter form must be easy to see and readable the lines of text must be
easy to scan in normal reading patterns. The fourth is contrast, repetition, alignment, and proximity. It means that different elements should be contrast
clearly with each other, whereas logos and navigation buttons should be repeated in order to unify many kinds of screens in the same section. Besides, each element
on the screen should be aligned either horizontally or vertically. The next is ease on navigation and recovery, which means that the software should ignore
nonsensical commands and provide clear instructions for recovery if users get into trouble. The last is high quality playback, means that the audio and video
playback must be high quality sufficiently p.442-445. By considering those characteristics in designing mobile learning media, it enables users to use the
software as well. There are some considerations in developing mobile devices into the
language learning. Stockwell and Hubbard 2013 propose ten principles as the guideline for developing and implementing mobile language learning. These
principles concern with general lessons learned from implementing technology applications in language learning. The first principle is that mobile activities,
tasks, and applications should distinguish both the affordances and limitations of the mobile devices and the affordances and limitations of the environment in
which the device will be used. Since the goal is on language learning, the affordances and limitations should be connected to the principles in second
language learning. The second principle is limiting multi-tasking and environmental distractions. Many people are not good at multi-tasking which can
cause stress levels, errors, and lower productivity. Therefore, the mobile environments and activities should be conformed in effective ways.
The third principle is pushing, but respecting boundaries. The push mechanism can support the learners to do an action, but the learners also have
ideas to understand when and how frequently they will receive the reminders. The fourth principle is striving to maintain equity. It is necessary to know whether the
learners have mobile devices, what devices they have, the connectivity, and the expense used. All those factors should be considered to maintain the equity of the
learning environment. The next principle is acknowledging and planning for accommodating language learner differences. In developing mobile learning,
various kinds of students‟ learning style should be taken into account. Mobile learning should provide various learner styles so that all learners can learn
comfortably. Next, the sixth principle is being aware of language learners‟ existing uses and cultures of use for their devices. Students generally used their
mobile devices for personal use and social media rather than for educational tools. Consequently, the application should be more consistent to provide useful task so
that the students can accept and use it well. The next principle is keeping mobile language learning activities and
tasks short and brief when possible. The tasks should be designed in smaller and coherent chunks so that learners will get access into the task easily. In addition,
the tasks should be dealt with the learning goals and objectives in the syllabus. The eighth principle is letting the language learning task fit the technology and
environment, and vice versa. The tasks should consider the mobility of the learners as well as of the technology, the time allocation, the skills to be
concerned with, the technology that are used and also the environment where learners
do the tasks library, classroom, or students‟ homes. Next, the ninth principle is that some or possibly most learners need guidance and training to
effectively use mobile devices for language learning. In using mobile language, learning will face some challenges. However, the implementation of the mobile
language learning is in the hands of the mobile users. Therefore, the learners need to be informed and trained to use it as efficient as possible. The last principle is
recognizing and accommodating multiple stakeholders. In implementing mobile language learning, it is necessary to provide preparation and motivational support
for teachers as well as learners by involving other parties including the principal and the parents.
Those ten principles can be used as guidance to design and develop a mobile application, which is in line with the learner needs, and the context where
the mobile assisted language learning is implemented.
c. Android
Nowadays, the use of mobile phone among people all over the world has been popped up rapidly. Phone is no longer used as a means of communication,
but also as essential part of people‟s lifestyle. Therefore, the emergence of mobile phone has changed into smartphones. There are so many various kinds of
applications which is interesting and fun for people‟s life. Mobile phones such as
smart phones and tablets use Android as the Operating System Android Os. PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
Recently, Android is familiar operating system used by many people. The detailed information related to Android will be elaborated as follows.
1 The Nature of Android
The latest mobile software platform which merely used by people is Android. Android is an operating system which designed for touchscreen mobile
devices. Cabanban 2013 states that Android is an open source mobile operating system that has been supported by Google Corporation. It is developed by
Android, Inc., in which Google backed financially and later bought in 2005. According to Google‟s Andy Rubin, as cited in Meier 2012 describes Android
as: “The first truly open and comprehensive platform for mobile devices. It
includes an operating system, user-interface and applications — all of the
software to run a mobile phone but without the proprietary obstacles that have hindered mobile innovation”.
In addition, Skogberg 2010 defines Android as a software environment and not a hardware platform, which includes an OS, built on Linux kernel-based
OS hosting the Dalvik virtual machine. It runs Android application as instances of the virtual machine. Android was unveiled in 2007 along with the founding of
the Open Handset Alliance: a consortium of hardware, software, and telecommunication companies devoted to advancing open standards for mobile
devices. According to Jones 2011, phones which running on Android feature advanced capabilities that encourage third-party applications. In contrast to
Apple‟s iOS, Android does not run on a single phone offered by a particular company Godwin-Jones 2011. Recently, Android has been run many mobile
device manufacturers, including Samsung, Sony Ericsson, LG, Dell, Huawei, Fujitsu Toshiba, Motorola, Panasonic, Acer, Asus, NEC, Kyocera, and others.
Android phone is a standard Smartphone. It is called smartphone since it refers to the same as personal computers with separate operating system which
installed by the user software, games and other third-party service provider process. Jiaqi, Jianhua, and Long 2012 state that the operating system is the
basis of Smartphone platform which provides the process of scheduling, task manager, file systems, network protocols and the phone peripherals such as
keyboards, LCD, Bluetooth, Wi-Fi and other tool management. It has a direct relationship between product stability, cost, and development prospects.
Since Android smartphones become very popular among people of various ages, especially students, they often use their smartphones for social
medias, internet browsing, or chatting. Android system is completely open to anyone who wants to download the free code to develop and design the mobile
devices with its own mobile terminal. It is supported by Google which is a recent addition in the mobile application platform. By providing an open development
platform, Android offers developers the ability to build extremely rich and innovative applications with a rich set of User Interfaces, support for broad range
audio and video file formats. As explained in the previous section, Android is an open source mobile
operating system such as smartphones and tablet computers. Android provides a lot of applications which can be accessed by users freely. There are many kinds of
applications which can be downloaded and installed through Google Play store. The applications in the play store are divided into several categories, such as
games, books and reference, comics, communication, education, entertainment, finance, health and fitness, libraries and demo, lifestyle, live wallpaper, media and
video, medical, music audio, news and magazines, personalization, photography, productivity, shopping, social, sports, tools, transportation, travel and local,
weather, and widgets. All users can download them based on their personal needs and they are able to set up their applications as they want. Therefore, android
application brings a lot of benefits for everyone who want to utilize. In line with the advanced development of android application, many
educational developer utilized technology such as Android smartphones as a media in educational sector. As we know that there are a lot of applications in
Google play store categorized as education, for instance AutoMath Photo, Duolingo: Learn Languages free, Animal sounds
–App for kids, Learn Korean – KR Translator, Learn English 6000, ABC Preschool, Learn Japanese, Learn
Guitar, English Grammar, Prediksi Soal UN SMP, Kids Coloring Fun, and many more. If the students use the educational application well, it can help them to learn
many subject using those applications. A study conducted by Chan cited in Cabanban 2013 said that it is important for providers of mobile academic
content and information to understand the following characteristics: First, mobile learning addresses the urgency of individual information acquisition and learning
needs. Second, the initiative of knowledge acquisition is based on an information seeker‟s request and the information is obtained immediately. Third, a mobile
learning setting enables information seeking and learning to occur when and where it best fits individual needs. Fourth, interactivity of the learning process is
provided through wireless devices. Learners and information seekers are provided PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI
broader access to experts e.g., librarians, instructors, etc. and knowledge than is available through other distance learning technology. Fifth, activities are situated
instructional activities in a way that extends learning and information seeking into natural, authentic, and contextual situations of an individual‟s personal life.
Finally, instructional content e.g., information resources, activities, etc. is integrated into mobile device use wirelessly.
Therefore, Android application nowadays can be used as a learning media in teaching and learning process since it is flexible and effective to learn
English. Thus, it is a great chance for the developer to create new android applications as a learning media since there is no licensing and development fees.
It will be an interesting learning media for students because it is a flexible and effective way to learn in educational environment.
2 Android Development Program
In creating Android application, developers need to create a corresponding Android project. There are several ways to create an Android
application, such as Programming language Java, Eclipse Integrated Development Environment IDE, App Inventor, and others. This research
focused on developing Android application mobile learning model by using App Inventor. The reason why the researcher using App Inventor is because it is easy
to operate for those who have no knowledge of programming language. App inventor is a web-based software used to create an Android application for non-
expert developers who do not have any knowledge of programming. It is an open- source web application provided by Google and Massachusetts Institute of
Technology MIT. Bhagi 2012 also defines that AppInventor is a web-based tool developed by MIT and Google that allow users to build Android apps via
visual, block-based development environment without any knowledge of programming
language. App
Inventor can
be accessed
by typing
http:ai2.appinventor.mit.edu on web browser to build an android application.
Before the developers build the application using this program, they should understand the architecture in the App Inventor. The architecture of App
Inventor consists of App Inventor Server, App Inventor Designer, App Inventor Block Editor, and Android Emulator. The following Figure shows the architecture
of App Inventor proposed by Kim and Modell 2012.
Figure 2.1. The Architecture of App Inventor
The App Inventor Server keep s the developers‟ work and help them to
keep track of a project. Then, The App Inventor Designer creates interface of the users‟ own application and put them together from its functional components, i.e.
Basic, Media, Animation, Social, and Sensor. It is applied as a web application by entering appropriate web address. After the developers work on the design of the
applications, the App Inventor Block Editor is used to specify how the components of App Inventor Designer should behave. In this component, it
consists of codes like pieces of puzzles. After finishing all components, the developers package the application and produce stand-alone application to install.
Then, the developers can build the application by using Android emulator. It is a software that runs on the computer and behaves like phones. It is used to test the
application on a virtual phone. There are two major parts in developing Android application using
AppInventor, developers should understand the components in it. As stated by Tyler 2012 cited in Kim and Modell 2012 state that App Inventor is a mobile
applications design tool that consists of two major parts; component designer and Block Editor. First, the Component Designer provides the components to design
the application. It will be presented in Figure 2.2. below.
Figure 2.2. App Inventor Designer
Figure 2.2 above presents the home page of the Component Designer page. It consists of User Interface, Layout, Media, and Social. User Interface,
Layout, Media, Drawing and Animation, Sensors, Social, Storage, and Connectivity. Meanwhile, the second part is Block Editor. It is used to give
instructions to the components of the application. The developers put in the program blocks which look like puzzles. The following Figure 2.3. shows the
example of the Blocks screen.
Figure 2.3. The Blocks of a screen in App Inventor