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The Role of Digital Literacy in Shaping Students' Perceptions of Exaggerated Claims in Skincare Advertisements Sabrina Wandani Hutabarat; Mesra Sinambela; Rita Hartati
Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris Vol. 2 No. 4 (2024): December: Fonologi: Jurnal Ilmuan Bahasa dan Sastra Inggris
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/fonologi.v2i4.1228

Abstract

This study aims to investigate the role of digital literacy in helping students assess the validity of skincare product advertisement claims, particularly exaggerated or hyperbolic claims often found in beauty product advertisements on social media. Using a qualitative approach with a cross-sectional survey design, this study involved 30 students of the English Literature Study Program at Medan State University as respondents who had basic knowledge of digital literacy and familiarity with skincare product advertisements. Data were collected through an online survey using a Likert scale to measure students' perceptions of advertising claims and the influence of digital literacy in evaluating those claims. The results showed that the majority of respondents had the ability to distinguish between valid and invalid claims thanks to their digital literacy. In addition, most students use the internet as the main source to verify advertising claims. However, there are still a small number of students who have not utilized digital literacy optimally. Overall, this study confirms the importance of digital literacy in helping students develop a critical attitude towards advertisements and can play a role in encouraging them to become smarter consumers who are skeptical of unrealistic claims in beauty product advertisements.
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
A Semantic Analysis of Taylor Swift's Songs: Leech's Seven Types Meaning Kholilah Yuniar Nasution; Lismawarni; Mesra Sinambela; Dina Puspitra Sari Daulay
Linguanusa : Social Humanities, Education and Linguistic Vol. 2 No. 2 (2024): Linguanusa : August 2024
Publisher : Insight School Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63605/ln.v2i2.64

Abstract

Background: The abstract doesn't explicitly state a specific problem. It focuses on exploring the semantic richness of Taylor Swift's lyrics. Purpose: To identify and elucidate the different types of meaning embedded within Taylor Swift's song lyrics and understand how these meanings contribute to the overall emotional and thematic expression of the songs. Design/methods/approach: A descriptive qualitative approach, analyzing the lyrics of Taylor Swift's most popular songs based on Spotify records in 2024, using Geoffrey Leech’s theory of the seven types of meaning. Findings: Affective meaning is the most dominant type in Swift’s songs, In the song "Fortnight," affective meaning constitutes 25% of the analyzed lyrics, Taylor Swift’s lyrics are characterized by a rich semantic texture, where emotional and conceptual meanings interplay. Research implications/limitations: The abstract doesn't explicitly mention limitations. However, a potential implication is that the findings contribute to a broader understanding of how contemporary song lyrics function as a medium for complex emotional and thematic communication. Originality/value: The abstract suggests the study offers new insights into Taylor Swift's lyrical artistry by applying Leech's semantic framework. It also implies a contribution to the field of semantics by analyzing how meaning is constructed in contemporary song lyrics.
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/nwxd0e11

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.  
The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching & Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/r1htw353

Abstract

This study addresses the issue of insufficient utilization of effective learning media to enhance elementary school students' comprehension of the English language. The primary objective is to create interactive, game-based learning tools that facilitate a better understanding of English vocabulary among students. The research specifically targets elementary school students in Desa Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation, as well as pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The results from the post-test indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly bolstered students' grasp of English vocabulary, fostering a dynamic and enjoyable learning environment that encourages active participation and skill enhancement.