Digimedoo is a digital platform I developed that contains a list of results of research studies, works, experiments, and projects in the form of digital apps, media, and materials in ELT-related areas so far. Some of them are distributed freely to assist in better learning.
I created a tutorial on using Elicit, The AI Research Assistant. You can watch it below.
FUNtasticSpeech: Aplikasi Pembelajaran Part of Speech dalam Bahasa Inggris
FUNtasticSpeech is an English learning application specifically for learning grammar material, namely Part of Speech. This application can be the right choice for students who want to deepen their understanding of Part of Speech which is divided into 9 parts: Noun, Verb, Adjective, Adverb, Pronoun, Conjunction, Preposition, Interjection, and Article. Students can learn at their own pace, repeat the material as needed, and immediately test their understanding by answering quizzes provided for free. This application is also designed to improve retention and understanding through visualization of material in the form of infographics, making the material’s concepts easier to understand. The quizzes provided in the application are also diverse, such as through Quizziz, Educaplay, and Worldwall so that students can strengthen their English skills interactively, varied, and fun. With FUNtasticSpeech, students can be more confident in using English and mastering Part of Speech, which is an important foundation in the ability to communicate effectively. (Link).
Let’s Compare These Things! (LCTT)
Let’s Compare These Things! (LCTT) is a learning application that can be used to help students learn English by comparing two or more different things. This application is accessible via mobile phones, laptops, and other internet-connected devices, which means they can use it anytime and anywhere they want. LCTT already gives three tabs, such as, “home”, “adjectives library”, “quiz”, and also other sub-menus for certain topics. Because everything is properly arranged, the users do not have to search for the topics again. The fact that the features and instructions are very simple, LCTT can be utilized by beginner technology users such as students, who may not have much experience with using computers or smartphones. This allows users of this program to be flexible and also have fun while learning. (Link).
Educandy: Leveraging Engagement and English Learning
Educandy: Leveraging Engagement and English Learning is a digital application and web-based platform that combines education with interactive games to keep students actively involved in learning English. The platform creates an enjoyable atmosphere for both students and teachers, allowing them to access the games anywhere and at any time. Educandy offers eight types of games for teachers to utilize and students to play, including: (1) Multiple Choice, (2) Match-Ups, (3) Anagrams, (4) Spell It, (5) Crosswords, (6) Word Search, (7) Noughts and Crosses, and (8) Memory. This tool helps teachers impart knowledge through game-based learning, especially targeting junior high school students. Given the current decline in student interest within online learning environments, as evidenced by many junior high students struggling with basic literacy, Educandy aims to boost their motivation to learn. The platform is a novel and exciting educational innovation that offers a variety of engaging games. Since junior high school students are often more inclined to play than to study, Educandy provides a solution by merging play with learning, making it an ideal companion for students to gain knowledge and enjoy new experiences simultaneously. (Link).
Wordwall Games: Aplikasi Pembelajaran Relative Clauses Bahasa Inggris dengan Berbasis Game
Pembelajaran relative clauses berbasis Wordwall merupakan sebuah pembelajaran Bahasa Inggris yang dirancang dengan berbasis game dengan memanfaatkan aplikasi Wordwall yang berbasis web. Pembelajaran ini dirancang sedemikian rupa sebagai materi tambahan untuk mewadahi siswa dalam pembelajaran mandiri (autonomous learner) maupun pembelajaran di kelas. Selain itu, pembelajaran berbasis Wordwall ini juga bisa digunakan pendidik dalam memberikan pembelajaran di kelas dengan berbasis presentasi. Setiap game yang ada dalam pembelajaran ini juga dirancang mengikuti kaidah-kaidah Kurikulum, seperti Kompetensi Inti (KI), Kompetensi Dasar (KD), dan tujuan pembelajaran dalam silabus kelas 12 Bahasa Inggris (peminatan). Pembelajaran dengan materi relative clauses dipilih sebagai dasar pembelajaran dikarenakan situasi di lapangan yang membutuhkan tambahan materi terkait dengan relative clauses. Untuk mempermudah para pengguna dalam menggunakan pembelajaran tambahan ini, penulis mennggunakan linktr.ee sebagai tautan alternatif dalam menyimpan berbagai tautan setiap game yang telah dibuat. Pembalajaran ini berisi berbagai macam jenis permainan, seperti flip tiles, matching up, rearrange, true and false, dan fill-the-blank. Adapun, sebagai penguat pemahaman siswa penulis menyertakan video YouTube terkait dengan materi relative clauses. Dengan Wordwall, pendidik bisa memantau pemahaman siswa dengan melihat hasil kerja siswa dalam menyelesaikan setiap permainan. (Link).
ARAH: Direction for Learning Application
ARAH adalah sebuah nama aplikasi yang diambil dari inisial masing-masing kreator dan memiliki arti Absorb knowledge, Reflects on lessons, Advance progress, Hone skills. Berdasarkan KBBI, arah berarti tujuan. Aplikasi ini mengadopsi sintaks dari Task-Based Learning. Tujuan dibuatnya aplikasi ini adalah agar para pengguna memiliki media belajar yang tepat untuk mencapai tujuan dari sebuah proses pembelajaran yang fleksibel dan terarah menuju pencapaian belajar yang lebih baik. Hal ini direpresentasikan dengan simbol grafis logo ARAH yang memiliki posisi arah ke kanan. Terdapat kotak-kotak yang terpotong-potong hingga terbentuk sebuah arah ke kanan menunjukkan adanya proses learning, unlearning, dan relearning. Kemudian, logo ARAH memiliki kombinasi warna hijau dan biru, serta menggunakan font Horizon. Warna hijau bermakna bahwa aplikasi ini nantinya dapat memfasilitasi belajar pengguna untuk meningkatkan kemampuan dasar dalam bahasa Inggris. Warna biru memiliki makna kebebasan dalam belajar dan berproses untuk mencapai tujuan yang telah ditetapkan. Huruf bergaya Horizon memiliki makna sesuai dengan nama huruf tersebut. Horizon adalah batas. Aplikasi ini dapat memberikan ruang untuk menembus batas imajinasi pengguna atau creator lainnya untuk membuat sebuah aplikasi sesuai dengan kebutuhan.
ARAH Learning Material Master Data Management
Membuat materi ajar bahasa Inggris dengan konten yang menarik dan menggunakan berbagai macam media digital merupakan hal penting dalam pencapaian indikator pembelajaran. Penelitian ini akan mengintegrasikan berbagai macam media seperti gambar, video dari YouTube, Google Applications, dan learning tools/platforms lainnya menjadi sebuah aplikasi. Integrasi media ini nantinya akan dijadikan data master dalam bentuk Spread Sheet yang dapat digunakan oleh dosen atau pendidik lainnya untuk mengembangkan konten materi ajar multimodal yang terintegrasi dengan aplikasi Glide. Data master dibuat dengan mengacu pada sintaks dari Task-based Learning (TBL) yang terdiri atas tiga tahap: Pre-Task, Task, dan Review. Ketiga tahap tersebut menjadi data utama dari data master yang akan dikembangkan. Secara keseluruhan terdapat empat (4) data utama, yang akan sebagai menu pada aplikasi, yaitu Topics, Pre-Task, Task, dan Review. Pada menu Topics terdapat lima (5) sub-menu (Photo, Topic, Material, Learning Indicator, Link). Pada menu Pre-Task terdapat enam (6) menu (Photo, Topic, Material, Workplans, Material Link, Workplans Link). Kemudian, pada menu Task terdapat lima (6) menu (Photo, Topic, Material, Task, Task Link, Quote). Menu terakhir adalah Review yang memuat lima (5) menu (Photo, Topic, Material, Post-Task, Post-Task Link). Hasil dari penelitian ini adalah berupa aplikasi belajar Glide yang terbentuk berdasarkan pada data master Spread Sheet berbasis TBL.
Personal Letter Text about Local Culture (SOCALTURE)(Web/iOS/Android Application)
Personal Letter Text about Local Culture (SOCALTURE) is a digital-based application created through the Glide application and contains interactive content to assist teachers in teaching students to understand English reading material. This application is designed taking into account the needs in the field and is equipped with various features that facilitate the learning of Reading material regarding Personal Letters, including Objectives, Materials, Exercises, and Chat. Objectives consist of Core Competencies, Basic Competencies, and Learning Objectives. In the material, there are two videos about Personal Letters. The Exercise consists of three texts concerning Galungan Day, Nyepi, and the Metatah Ceremony. Several applications, such as the Loomie App, Microsoft PowerPoint, OBS Video, and Canva are integrated as a tool for creating Materials and Exercises. In addition, this application is also equipped with a chat feature that allows users to communicate with one another (Link).
Interaksi (Interactive English Activity) (Web/iOS/Android Application)
Interactive English Activity (INTERAKSI) adalah sebuah aplikasi berbasis digital yang dibuat melalui aplikasi Glide. INTERAKSI diciptakan oleh mahasiswa Universitas Pedidikan Ganesha bekerja sama dengan dosen pembimbing, yang terdiri dari Made Hery Santosa, Komang wiliani, Olga Cristiana, I Kadek Rauh Suardana, dan Yulius Patrick Darmawan. INTERAKSI didesain dan dikembangan sebagai media pembelajaran yang dapat di akses melalui Android, iOs, maupun Web. Aplikasi INTERAKSI berisi konten-konten bersifat interaktif untuk membantu guru dalam mengajar siswa yang berkebutuhan khusus. Aplikasi ini didesain dengan mempertimbangkan kebutuhan yang ada di lapangan dan di dalamnya dilengkapi dengan berbagai macam teks, video, dan audio terkait dengan materi bahasa Inggris, diantaranya Introduction, Greetings, Family, Colour, dan Things in the classroom. Materi-materi tersebut terbagi ke dalam kegiatan Pre-activity, Main-activity, dan Post-activity. Beberapa aplikasi, yaitu Capcut, Microsoft PowerPoint, Powtoon, Zepeto, Memory.com, dan Animaker dipadukan sebagai sarana dalam membuat konten-konten pembelajaran. Selain itu, aplikasi ini juga dilengkapi dengan fitur Games yang dibuat dengan bantuan aplikasi Quizizz, Educandy, dan Wordwall. Terakhir, aplikasi ini juga dilengkapi fitur Chat yang memungkinkan pengguna satu dengan yang lainnya untuk berkomunikasi.
English fun! Learning English interactively, specially designed for Special Needs students (Link).
ARnimal (Android Application)
Learn English vocabulary in an interactive way with this great augmented reality app!
animacareina (Web/iOS/Android Application)
Learn English for fun with animacareina! A special app about ten endangered animals in Indonesia that can be used to learn English in various learning environments, including full online and blended/hybrid learning while assisting learners to improve English, literacy, 21st-century skills, and social-emotional learning. Happy learning! (Link).
animacareworld (Web/iOS/Android Application)
Learn English for fun with animacareworld! A special app about ten endangered animals in the world that can be used to learn English in various learning environments, including full online and blended/hybrid learning while assisting learners to improve English, literacy, 21st-century skills, and social-emotional learning. Happy learning! (Link).
Kumandang (Web/iOS/Android Application)
Kumandang (kegiatan membaca lantang) adalah sebuah aplikasi yang didedikasikan untuk para orang tua ketika menemani putra/putri membaca di rumah. Kumandang menyediakan berbagai pilihan buku berkualitas dari sumber terpercaya yang dapat digunakan dalam melakukan kegiatan membaca lantang. Setiap cerita dalam Kumandang dilengkapi dengan panduan , aktivitas setelah membaca, dan penilaian diri bagi anak. Membiasakan anak menilai dirinya sendiri perlahan akan menumbuhkan karakter pemimpin dalam diri mereka sendiri dan memberikan kesempatan kepada mereka untuk aktif terlibat dalam proses pembelajarannya. (Link).
digifolkcommunication (Android Application)
digifolkcommunication App is designed to help students learning English in the primary and secondary levels by utilizing folktales from different parts of Indonesia presented in an interactive and interesting way, completed with feats of graphics, layout, flow, and audio. Thus, it is captivating in a multimodal way. The app is accompanied by follow-up activities for checking students’ understanding on the topics. It focuses on learning activities to improve communication skill and uses technology as the media of transferring knowledge to support the 21st century learning. It is engaging and fully supporting 21st century skills, learner autonomy, and digital literacy which are highly necessary in the global era. (Download for Free).
digifolkcreativity (Android Application)
digifolkcreativity App is designed to help students learning English in the primary and secondary levels by utilizing folktales from different parts of Indonesia presented in an interactive and interesting way, completed with feats of graphics, layout, flow, and audio. Thus, it is captivating in a multimodal way. The app is accompanied by follow-up activities for checking students’ understanding on the topics. It focuses on learning activities to improve creativity skill and uses technology as the media of transferring knowledge to support the 21st century learning. It is engaging and fully supporting 21st century skills, learner autonomy, and digital literacy which are highly necessary in the global era. (Download for Free).
digifolkcollaboration (Android Application)
digifolkcollaboration App is designed to help students learning English in the primary and secondary levels by utilizing folktales from different parts of Indonesia presented in an interactive and interesting way, completed with feats of graphics, layout, flow, and audio. Thus, it is captivating in a multimodal way. The app is accompanied by follow-up activities for checking students’ understanding on the topics. It focuses on learning activities to improve collaboration skill and uses technology as the media of transferring knowledge to support the 21st century learning. It is engaging and fully supporting 21st century skills, learner autonomy, and digital literacy which are highly necessary in the global era. (Download for Free).
Animals of Nusantara (Virtual Reality Android Application)
This product will be a good choice to be innovative and attractive media for young learners. They can learn the Endemic Animals in Nusantara (Indonesia) based on their fauna classification. There are three kinds of animals’ classification, Wallace, Weber, and Australis. Which one type has three animals. Every animal has its own brief explanation. It makes the students learn easier. The teacher can use this media and collaborate it with their other learning materials which are related to the topic. For example, teacher are asking students to observe Indonesia endemic animals in reality. The best way that teacher can offer is by using this product Animals of Nusantara, after observing the Animals through the VR students are able to describe that Animals physically and behaviorally without going to the zoo or even to their real habitat. Since virtual reality was introduced in educational learning activities, students seem very interested in using VR as the supplementary learning material along with the teacher explanation. (Download for Free)
Kiwa Tengen (Virtual Reality Android Application)
Kiwa Tengen Virtual Reality-based game is designed to help students to engage their interest in learning the Balinese Language. This game also supports the Government of Bali regulation number 80 in 2018 requires to use the Balinese Language every Wednesday. This game also supports the 21st learning activities which use technology as the media of transferring knowledge. Moreover, based on the students’ need in learning nowadays, we are a concern to develop fun and attractive learning activity which could teach the Balinese Language meaningfully. (Download for Free)
Thank you :)

















