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WORDS OF WONDERS : EKSPLORASI PENGALAMAN SISWA SEKOLAH DASAR DALAM MEMPERBANYAK KOSAKATA BAHASA BAKU Sutomo; Evi Chamalah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29197

Abstract

A strong command of vocabulary is pivotal in early language development, especially for young learners navigating cognitive and language skill growth. This research examines how fifth graders at SD Islam Sultan Agung 4 expanded their formal language lexicon using the Words of Wonders (WoW) digital tool. A case study methodology was adopted, with data gathered through classroom observations and semi-structured interviews. Analysis indicated that the WoW app significantly boosted learners’ motivation, prompting active participation and greater self-assurance in experimenting with newly acquired terms. Despite this progress, students struggled to consistently use these words in informal contexts. The application’s gamified design created a dynamic and engaging educational setting, amplified by teacher guidance and parental involvement. Recurring issues, such as vocabulary retention gaps and sporadic learner drive, highlight areas needing strategic support. Ultimately, this study underscores WoW’s efficacy as a vocabulary-enhancement platform while advocating for curriculum innovations that leverage interactive technologies to address evolving pedagogical demands.
Implementation of AI-Based Educational Games to Improve Early Reading Skills of Elementary School Students Sukma Selfia Rianti; Evi Chamalah; Rida Fironika Kusumadewi; Stevanus Adrianto Passat
EduBase : Journal of Basic Education Vol. 6 No. 1 (2025): EduBase : Journal of Basic Education
Publisher : LJPI UI Bunga Bangsa Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47453/edubase.v6i1.3227

Abstract

Objective: This study aims to test the effectiveness of implementing an Artificial Intelligence (AI)-based educational game in improving early reading skills among elementary school students. Novelty: The integration of AI-based educational games in early reading instruction is a relatively new approach in the context of elementary education in Indonesia, offering adaptive and interactive learning experiences tailored to students' needs. Methods: The study employed an experimental method with a pretest-posttest control group design. A total of 60 first-grade students from Taruna Mandiri Elementary School, Tangerang, were randomly assigned to two groups: an experimental group and a control group, each consisting of 30 students. The experimental group used AI-based educational games during reading instruction, while the control group used conventional teaching methods. The instrument used was an early reading ability test covering letter recognition, syllables, and simple word reading. Results: Data analysis revealed a statistically significant difference in posttest scores between the two groups. Students in the experimental group showed a markedly greater improvement in early reading skills compared to those in the control group. Conclusion: The use of AI-based educational games is proven to be effective in enhancing early reading abilities in elementary school students.