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Journal : Journal of Computer for Science and Mathematics Learning

Developing Artificial Intelligence (AI)-Based Children’s Storybooks through Fry Readability for Elementary Students Istiq'faroh, Nurul; Damayanti, Maryam Isnaini; Hendratno, Hendratno; Rukmi, Asri Susetyo; Murni, Arie Widya; Wibowo, Amiruddin Hadi; Faridy, Azka
Journal of Computers for Science and Mathematics Learning Vol. 2 No. 2 (2025): Journal of Computers for Science and Mathematics Learning
Publisher : Scientia Publica Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70232/jcsml.v2i2.40

Abstract

Education in Indonesia shapes children’s character, personality, and abilities, but faces challenges like unequal access to resources, quality differences between regions, and low reading interest among children. This study aims to develop AI-based children’s storybooks through the Fry readability for elementary students. This study used the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation. Results showed that AI-based storybooks can improve children’s reading interest and help teachers provide support based on students’ competence. The score of Expert validation was 37 out of 40 (92.5%), and media expert validation was 52 out of 55 (94.5%). Fry readability ensures the reading level is suitable for fourth to sixth-grade students to improve the quality of elementary education in Indonesia, reduce regional quality gaps, and improve students’ academic performance. The AI-based storybooks significantly boost children’s interest in reading, address low reading engagement, assist teachers in offering more effective educational support, and help bridge educational quality gaps between different regions. The alignment with children’s cognitive development ensures engaging and developmentally appropriate content, demonstrating an innovative approach to educational tools and paving the way for further technological integration in education. Therefore, the development of AI-based children’s storybooks with the Fry readability approach not only increases children’s reading interest but also assists teachers in providing more specific support according to students’ abilities. This innovation is expected to positively impact the quality of elementary education in Indonesia, help address educational quality disparities between regions, and enhance students’ academic achievements at the national level.
Exploring Cadets’ Perceptions of Challenges and Benefits in Gamified ESP Reading: A Case Study at a Maritime Academy Wibowo, Amiruddin Hadi; Gupron, Akhmad Kasan; Widjatmoko, Eko Nugroho; Amrullah, Romanda Annas; Mirianto, Agus Dina; Rahmawati, Eva; Onivehu, Adams Ogirima; Rohi, Saifurahman
Journal of Computers for Science and Mathematics Learning Vol. 2 No. 2 (2025): Journal of Computers for Science and Mathematics Learning
Publisher : Scientia Publica Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70232/jcsml.v2i2.41

Abstract

English for Specific Purposes (ESP) is essential in maritime education, helping cadets with the language skills required to meet specific learning needs. However, traditional ESP reading instruction often lacks engagement and fails to motivate learners. In response, gamification, which integrates game design elements into learning environments, has emerged as a promising solution to enhance learner engagement and motivation. This study aims to explore cadets’ perceptions of the challenges and benefits of using gamification in ESP reading. The research was conducted using a qualitative case study approach at a maritime academy in East Java, Indonesia, involving 24 cadets. Participants were first-year students with intermediate English language proficiency. Data were collected through six sessions of gamified ESP reading lessons, semi-structured interviews, and participant observations. Thematic analysis was used to examine the cadets’ experiences, focusing on recurring themes related to motivation, learning outcomes, and technological challenges. The results showed that cadets generally expressed positive feelings about gamified ESP reading. They reported increased motivation and engagement due to game elements such as points, leaderboards, and real-time feedback, which made learning more interactive and enjoyable. However, challenges such as limited technological readiness, internet connectivity, and initial confusion with the game interface were also highlighted. Therefore, it can be concluded that gamification shows strong potential in enhancing cadets’ motivation and interest in ESP reading following the challenges and their constraints. These findings underscore the importance of integrating thoughtfully designed gamified strategies in maritime education to foster learner-centered and engaging ESP instruction.