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The impact of generative AI on creative and structural academic writing: Enhancing originality, compliance, and autonomy in English language learning Galuh Dwi Ajeng; Febriyantina Istiara; Aksendro Maximilian; Tommy Hastomo; Andri Wicaksono
JEELS (Journal of English Education and Linguistics Studies) Vol. 13 No. 2 (2026): JEELS November 2026
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil, Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/jeels.v13i2.7402

Abstract

The integration of Generative Artificial Intelligence (GenAI) in English as a Foreign Language (EFL) writing instruction has transformed how students develop both creative and academic writing skills. However, its widespread use raises concerns about overreliance, which may affect students’ autonomy and critical thinking. This study investigates: (1) the impact of GenAI on creative writing quality, particularly originality, cognitive flexibility, and expressive innovation; (2) its role in enhancing structural academic writing, including coherence, organization, and grammatical accuracy; and (3) students’ perceptions of autonomy and dependence in AI-assisted writing. Using a mixed-methods sequential explanatory design, the study involved 80 undergraduate students divided into experimental and control groups. Quantitative data were analyzed using independent-samples t-tests and MANOVA, while qualitative data were examined through thematic analysis. The findings indicate that GenAI significantly improves both creative and structural writing performance while fostering learner autonomy, although risks of emerging dependency remain. Overall, this study highlights the importance of a balanced and pedagogically guided integration of GenAI to enhance writing quality while sustaining students’ creativity, autonomy, and critical thinking.
Digital Marketing Communication Strategy in Building Brand Awareness at Riverside Car Wash Susi Marni; Nani Cahyani; Febriyantina Istiara; Ruruh Aris Setya Wibawa; Rahayusriasih H
Journal of Creative Power and Ambition (JCPA) Vol. 4 No. 02 (2026): Journal of Creative Power and Ambition (JCPA)
Publisher : CV Edujavare Publishing

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Abstract

The development of digital technology has brought significant changes in the business world, including in the motor vehicle maintenance service industry. The use of digital media, especially social media platforms, is one of the main strategies in marketing communication to reach consumers more widely, quickly, and interactively. This study aims to analyze the digital marketing communication strategies applied by Riverside Car Wash in building brand image and increasing brand awareness in the digital era. The research method used is a descriptive qualitative approach, with data collection techniques through in-depth interviews, participatory observation, and digital documentation. Data analysis was carried out using thematic analysis techniques to identify communication patterns and the effectiveness of the digital strategies applied. The results of the study show that Riverside Car Wash implements a consistent digital marketing communication strategy through the use of social media such as Instagram, TikTok, and official websites. Content strategies that highlight visual before-after wash results, vehicle maintenance education, and active interaction with customers have been proven to increase engagement and strengthen a company's brand image. The main challenges found include limited human resources in the field of digital marketing and inconsistency in upload schedules. Overall, Riverside Car Wash's implementation of digital marketing communication strategies has proven to be effective in strengthening brand image, increasing brand awareness, and building customer loyalty.
IMPROVING STUDENTS' VOCABULARY MASTERY THROUGH KIM'S MEMORY GAME AT TENTH GRADE OF SMK NEGERI 7 BANDAR LAMPUNG Indri Lestari; Febriyantina Istiara; Galuh Dwi Ajeng; Suli Nurfaiqoh
CENDEKIA: Jurnal Ilmu Pengetahuan Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/cendekia.v6i4.15405

Abstract

This research was motivated by students' limited vocabulary mastery and low classroom participation, which were associated with conventional vocabulary learning activities. Although previous studies have demonstrated the effectiveness of various vocabulary games, research specifically examining the use of Kim's Memory Game among vocational high school students remains limited. This study aimed to improve students' vocabulary mastery and learning activity through the implementation of Kim's Memory Game among tenth-grade students of SMK Negeri 7 Bandar Lampung in the 2025/2026 academic year. The study employed quantitative and qualitative approaches using a Classroom Action Research (CAR) design conducted in two cycles, with three meetings in each cycle. The participants were 35 students of class X Pharmacy selected using a total sampling technique. Data were collected through vocabulary tests, student activity observation sheets, field notes, and documentation. The test data were analyzed using descriptive statistics by calculating individual scores, the class mean score, and classical completeness, while observation and field-note data were analyzed using descriptive-comparative analysis by comparing the results between cycles. The results showed that students' vocabulary mastery improved, with the mean score increasing from 70.86 in Cycle I to 81.29 in Cycle II. The percentage of students achieving the Minimum Mastery Criterion (KKM) of 75 increased from 43% (15 students) to 86% (30 students). Students' overall learning activity also increased from an average score of 6.29, categorized as Poor, to 7.29, categorized as Sufficient. Therefore, Kim's Memory Game can be used as an interactive alternative for improving students' vocabulary mastery and encouraging active participation in English language learning. ABSTRAK Penelitian ini dilatarbelakangi oleh keterbatasan penguasaan kosakata siswa dan kurang aktifnya siswa dalam pembelajaran bahasa Inggris akibat kegiatan pembelajaran yang masih didominasi oleh aktivitas konvensional. Meskipun berbagai penelitian telah menunjukkan efektivitas permainan dalam pembelajaran kosakata, penelitian mengenai penggunaan Kim's Memory Game pada siswa sekolah menengah kejuruan, khususnya dalam konteks pembelajaran bahasa Inggris di kelas X, masih terbatas. Penelitian ini bertujuan untuk meningkatkan penguasaan kosakata dan aktivitas belajar siswa melalui penerapan Kim's Memory Game pada siswa kelas X Farmasi SMK Negeri 7 Bandar Lampung tahun ajaran 2025/2026. Penelitian ini menggunakan pendekatan kuantitatif dan kualitatif dengan desain Classroom Action Research (CAR) yang dilaksanakan dalam dua siklus, dan setiap siklus terdiri atas tiga pertemuan. Subjek penelitian berjumlah 35 siswa yang dipilih menggunakan teknik total sampling. Data dikumpulkan melalui tes kosakata, lembar observasi aktivitas siswa, catatan lapangan, dan dokumentasi. Data tes dianalisis menggunakan statistik deskriptif dengan menghitung skor individual, nilai rata-rata kelas, dan persentase ketuntasan klasikal, sedangkan data observasi dan catatan lapangan dianalisis secara deskriptif-komparatif dengan membandingkan hasil antarsiklus. Hasil penelitian menunjukkan bahwa penguasaan kosakata siswa meningkat dari nilai rata-rata 70,86 pada Siklus I menjadi 81,29 pada Siklus II. Persentase siswa yang mencapai Kriteria Ketuntasan Minimal (KKM) 75 meningkat dari 43% (15 siswa) menjadi 86% (30 siswa). Aktivitas belajar siswa juga meningkat dari skor rata-rata 6,29 dengan kategori kurang menjadi 7,29 dengan kategori cukup. Dengan demikian, penerapan Kim's Memory Game dapat menjadi alternatif pembelajaran yang interaktif untuk meningkatkan penguasaan kosakata dan mendorong aktivitas siswa dalam pembelajaran bahasa Inggris.
An Analysis of Speech Acts in the Movie Avengers: Endgame Dian Windriani; Siti Ainiyaya; Febriyantina Istiara; Hajjah Zulianti
IJLHE: International Journal of Language, Humanities, and Education Vol. 9 No. 1 (2026): IJLHE: International Journal of Language, Humanities, and Education
Publisher : Master Program in Indonesian Language Education and The Institute for Research and Community Service STKIP PGRI Bandar Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52217/vteg9390

Abstract

This study aims to identify the types of illocutionary speech acts and determine the most dominant type used in the movie Avengers: Endgame. This research employed a descriptive qualitative method using Searle’s theory of speech acts as the analytical framework. The primary data consisted of dialogues spoken by selected characters, namely Tony Stark, Steve Rogers, Thanos, and Scott Lang. Data were collected through observation and note-taking techniques, followed by classification and analysis using content analysis procedures. The findings revealed that five types of illocutionary acts were present in the movie: declarative, assertive, expressive, directive, and commissive. A total of 64 utterances were identified, consisting of 4 declaratives (6%), 16 assertives (25%), 7 expressives (11%), 34 directives (53%), and 3 commissives (5%). Among these, directives were found to be the most dominant type. This dominance indicates that the characters frequently use language to give commands, make requests, and direct actions, reflecting power relations and strategic interactions within the storyline. The findings contribute to a better understanding of how speech acts function in cinematic discourse and highlight the importance of pragmatic competence in interpreting meaning in context.