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Exploring critical literacy of elementary school teacher education students through semantic studies Kharisma, Nanda Veruna Enun; Jannah, Yunita Miftahul
Priviet Social Sciences Journal Vol. 5 No. 9 (2025): September 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i9.644

Abstract

Developing critical literacy is crucial for elementary school teacher education students to understand texts beyond their literal meanings. This study aimed to describe students' critical literacy skills in interpreting texts from a semantic perspective. Using a descriptive qualitative approach, data were collected from text analysis assignments and class presentations of 30 students and analyzed using the interactive model of Miles, Huberman, and Saldaña. The findings indicate that students performed well in identifying denotative meanings, demonstrated moderate ability in interpreting connotative meanings and synonymy/antonymy relationships, but struggled with hyponymy/polysemy relationships and ideological or contextual reflection. These results suggest that students are more adept at understanding literal meanings than at interpreting implicit or contextual meanings. This study highlights the importance of explicitly integrating semantic studies into teacher education programs to strengthen prospective teachers' critical literacy, particularly in analyzing complex meaning relationships and the ideological dimensions of texts.
Development of fun flashcard series: Fruits and animals for primary students for children at Mustika Tama Orphanage Jannah, Yunita Miftahul; Ransus, Fransiskus; Sinaga, Verawaty; Sinaga, Agrielsa Alphasati; Wardani, Ratih Kusumo
Priviet Social Sciences Journal Vol. 5 No. 10 (2025): October 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i10.743

Abstract

This study aims to develop the Fun Flashcard Series: Fruits & Animals learning media as an educational tool to increase the learning motivation and involvement of children at Mustika Tama Orphanage. The development model used was 4D (Define, Design, Develop, Disseminate). The research subjects were 10 children in grades 1 and 2 at the elementary school level at the Mustika Tama Orphanage. The research instruments included expert validation sheets, child response questionnaires, and learning engagement observation forms. The validation results showed that the Fun Flashcard Series media was very suitable for use, with an average validation score of 95%. The children's responses showed a high level of enthusiasm, engagement, and interest in the developed media. Thus, the Fun Flashcard Series: Fruits & Animals proved to be effective as an innovative learning medium that can increase children's learning motivation and engagement at the Mustika Tama Orphanage.
AI-Storylit: Interactive Digital Storybook sebagai Media Literasi Visual Berbasis Kecerdasan Buatan di Sekolah Dasar Alfiansari, Anggitya; Nurfadhilah, Findiyas Azizah; Ishartomo, Farid; Juhaevah, Fahruh; Jannah, Yunita Miftahul; Putri, Rinda Angghita
GERAM Vol. 14 No. 1 (2026): GERAM (Gerakan Aktif Menulis)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Islam Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/geram.2026.27317

Abstract

Perkembangan kecerdasan buatan (Artificial Intelligence) membuka peluang besar untuk menghadirkan inovasi media pembelajaran yang lebih adaptif, interaktif, dan menarik bagi siswa sekolah dasar. Penelitian ini bertujuan untuk mengembangkan AI-StoryLIT, sebuah Interactive Digital Storybook berbasis kecerdasan buatan yang dirancang untuk memperkuat literasi visual dan kemampuan memahami bacaan siswa sekolah dasar. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek penelitian melibatkan 16 siswa kelas V di SDN 1 Gondang, kecamatan Tugu, kabupaten Trenggalek, serta 2 ahli materi dan 2 ahli media sebagai validator. Hasil penelitian menunjukkan bahwa: (1) media AI-StoryLIT memenuhi kriteria kevalidan dengan kategori sangat layak berdasarkan validasi ahli media (91%) dan ahli materi (87,2%); (2) media memenuhi kriteria kepraktisan dengan kategori sangat baik berdasarkan uji coba lapangan (89,06%); dan (3) media efektif meningkatkan pemahaman membaca dengan peningkatan skor rata-rata dari 64 menjadi 82 (peningkatan 28%), nilai N-Gain 0,50 (kategori sedang), serta ketuntasan belajar mencapai 87% melampaui standar minimal 85%. Media juga efektif meningkatkan motivasi belajar siswa dengan peningkatan rata-rata sebesar 35% (kategori sedang-tinggi). Media ini terbukti layak digunakan sebagai alternatif inovatif dalam pembelajaran literasi di sekolah dasar, khususnya untuk memperkuat literasi visual dan pemahaman membaca siswa kelas V.
Efektivitas AI-Storylit dalam Meningkatkan Literasi Visual dan Computational Thinking Siswa Sekolah Dasar Jannah, Yunita Miftahul; Iktia, Garcia; Wahyuningsih, Yenik; Restiafandi, Wahyu; Batari, Andi Dinda; Hakim, Muhammad Al Furqan; Putri, Rinda Angghita
GERAM Vol. 14 No. 1 (2026): GERAM (Gerakan Aktif Menulis)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Islam Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/geram.2026.27318

Abstract

Penelitian ini mengkaji pengaruh AI-StoryLIT, Interactive Digital Storybook berbasis kecerdasan buatan dengan fitur text-to-speech, image generation, dan adaptive feedback, terhadap literasi visual dan kemampuan computational thinking siswa kelas V sekolah dasar. Pendekatan kuantitatif dengan desain kuasi-eksperimen pretest-posttest control group diterapkan pada 30 siswa SDN 1 Wonocoyo yang terbagi dalam kelompok eksperimen (n=15) dan kelompok kontrol (n=15). Instrumen tes telah divalidasi ahli (87,2%), dengan analisis menggunakan uji-t independen, N-Gain, dan effect size Cohen's d. Hasil menunjukkan peningkatan signifikan pada kelompok eksperimen. Literasi visual mencapai rerata posttest 84,38 (N-Gain 0,55; sedang) dibanding kontrol 72,12 (N-Gain 0,21; rendah), dengan effect size 1,21 (besar). Computational thinking mencapai rerata 82,75 (N-Gain 0,54; sedang) dibanding kontrol 70,18 (N-Gain 0,19; rendah), dengan effect size 1,34 (besar). Peningkatan tertinggi terjadi pada indikator interpretasi dan pengenalan pola. AI-StoryLIT terbukti menjadi alternatif strategis dalam pembelajaran abad ke-21 yang integratif dan adaptif di sekolah dasar.
Exploring critical literacy of elementary school teacher education students through semantic studies Nanda Veruna Enun Kharisma; Yunita Miftahul Jannah
Priviet Social Sciences Journal Vol. 5 No. 9 (2025): September 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i9.644

Abstract

Developing critical literacy is crucial for elementary school teacher education students to understand texts beyond their literal meanings. This study aimed to describe students' critical literacy skills in interpreting texts from a semantic perspective. Using a descriptive qualitative approach, data were collected from text analysis assignments and class presentations of 30 students and analyzed using the interactive model of Miles, Huberman, and Saldaña. The findings indicate that students performed well in identifying denotative meanings, demonstrated moderate ability in interpreting connotative meanings and synonymy/antonymy relationships, but struggled with hyponymy/polysemy relationships and ideological or contextual reflection. These results suggest that students are more adept at understanding literal meanings than at interpreting implicit or contextual meanings. This study highlights the importance of explicitly integrating semantic studies into teacher education programs to strengthen prospective teachers' critical literacy, particularly in analyzing complex meaning relationships and the ideological dimensions of texts.
Development of fun flashcard series: Fruits and animals for primary students for children at Mustika Tama Orphanage Yunita Miftahul Jannah; Fransiskus Ransus; Verawaty Sinaga; Agrielsa Alphasati Sinaga; Ratih Kusumo Wardani
Priviet Social Sciences Journal Vol. 5 No. 10 (2025): October 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i10.743

Abstract

This study aims to develop the Fun Flashcard Series: Fruits & Animals learning media as an educational tool to increase the learning motivation and involvement of children at Mustika Tama Orphanage. The development model used was 4D (Define, Design, Develop, Disseminate). The research subjects were 10 children in grades 1 and 2 at the elementary school level at the Mustika Tama Orphanage. The research instruments included expert validation sheets, child response questionnaires, and learning engagement observation forms. The validation results showed that the Fun Flashcard Series media was very suitable for use, with an average validation score of 95%. The children's responses showed a high level of enthusiasm, engagement, and interest in the developed media. Thus, the Fun Flashcard Series: Fruits & Animals proved to be effective as an innovative learning medium that can increase children's learning motivation and engagement at the Mustika Tama Orphanage.
Developing an Ethnoscience-Based Snakes and Ladders Board Game to Enhance Gross Motor Skills and Independence in Children with Speech Impairments Agrielsa Alphasati Sinaga; Yunita Miftahul Jannah; Christina Ester Manthalina Hutabarat
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13395

Abstract

This study aims to develop an ethnoscience-based snakes and ladders board game as a learning medium to improve integrated gross motor skills and independence of students with speech impairments at the junior high school (SMP) level in inclusive education settings. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. Gross motor skills were defined as coordinated movement abilities involving balance, body control, and dynamic coordination relevant to adolescents with speech impairments, while independence was defined as the ability of self-regulation, decision-making, task completion, and responsibility in learning activities. The research subjects were 15 seventh-grade students with speech impairments at SLB Negeri 1 Bantul, Yogyakarta. Data were collected through observation sheets, expert validation questionnaires, and assessment instruments for gross motor skills and independence. The validation results indicated that the developed media were highly feasible, with average scores of 91% from material experts and 89% from media experts. Limited trials demonstrated improvements in gross motor skills (mean scores increased from 64.3 to 80.7) and independence (from 66.1 to 83.5), with N-gain values in the moderate to high category. Ethnoscience elements were integrated through local cultural contexts such as traditional games, batik motifs, and Yogyakarta cultural symbols embedded in science learning challenges. These findings indicate that the ethnoscience-based snakes and ladders board game is effective as an alternative learning medium for students with speech impairments at the junior high school level.
Upaya Guru Dalam Menciptakan Lingkungan Kelas Kondusif Sulistiyawati, Dhesta Youlandi Rahayu; Jannah, Yunita Miftahul
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 3 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i3.107259

Abstract

The learning environment, both directly and indirectly, has an influence on the process and results of student behavior. Therefore, designing an effective and conducive learning environment must be a top priority. This study aims to describe teachers' efforts in creating a conducive classroom environment. The type of research used is descriptive qualitative research with subjects of grade 3 teachers of Serang State Elementary School. The results of the study indicate that teachers' efforts in creating a conducive classroom environment are focused on two aspects, namely the physical environment and the psychosocial environment. The physical environment includes classroom layout, ensuring that the classroom is clean and tidy, and maximizing the use of available facilities. Then, the psychosocial environment includes interaction and communication, maintaining classroom harmony, and support in maintaining a conducive classroom atmosphere. With appropriate efforts, a conducive classroom environment will be created so that it can improve the quality of learning. Lingkungan belajar, baik secara langsung maupun tidak langsung, memiliki pengaruh terhadap proses dan hasil perilaku peserta didik. Oleh karena itu, merancang lingkungan belajar yang efektif dan kondusif haruslah menjadi prioritas utama. Penelitian ini bertujuan untuk mendeskripsikan upaya guru dalam menciptakan lingkungan kelas yang kondusif. Jenis penelitian yang digunakan adalah penelitian kualitatif deskriptif dengan subjek guru kelas 3 SD Negeri Serang. Hasil penelitian menunjukkan bahwa upaya guru dalam menciptakanlingkungan  kelas yang kodusif difokuskan pada dua aspek yaitu aspek lingkungan fisik dan lingkungan psikososial. Lingkungan fisik meliputi tata ruang kelas, memastikan ruang kelas bersih dan rapi, serta memaksimalkan pemanfaatan fasilitas yang tersedia. Kemudian, lingkungan psikososial meliputi interaksi dan komunikasi, menjaga keharmonisan kelas, dan dukungan dalam menjaga suasana kelas tetap kondusif. Dengan upaya yang tepat guna, maka akan tercipta lingkungan kelas yang kondusif sehingga mampu meningkatkan kualitas pembelajaran.
Needs Analysis of STEAM Based E-LKPD to Enhance Learning Independence of Grade IV Elementary Students Yunita Miftahul Jannah; Ika Febriana Wati; Dhesta Youlandi Rahayu Sulistiyawati; Ilham Fatkhu Romadhon; Rinda Angghita Putri
STEAM Journal For Elementary School Education Vol. 2 No. 01 (2026): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.2.01.2026.5

Abstract

Learning independence is an essential competency in the Merdeka Curriculum. However, in practice, grade IV elementary school students still demonstrate a fairly high dependence on their classroom teachers, particularly in science learning on the topic of changes in the state of matter. This study aims to analyze the need for developing a STEAM based E-LKPD to enhance the learning independence of grade IV students at SDN 1 Wonocoyo. The method used in this study was a preliminary study with a descriptive qualitative and quantitative approach. The research subjects included one grade IV teacher and students at SDN 1 Wonocoyo. Data collection instruments consisted of interview guidelines, student needs questionnaires, learning observation sheets, and documentation studies. The analysis yielded three main findings. First, from the teacher's perspective, the available worksheets were still dominated by memorization questions and had not integrated the five aspects of STEAM. Second, from the student's perspective, 85% of respondents stated that they were more interested in interactive digital media and experienced difficulty understanding the concepts of changes in the state of matter in the absence of visual simulations. Third, from the perspective of learning independence, 78% of students at SDN 1 Wonocoyo were not yet able to manage their own learning strategies because reflection was rarely practiced and they tended to be passive, waiting for teacher instructions. Based on these three findings, it can be concluded that the development of a STEAM based E-LKPD is highly necessary, with key features including interactive simulations on the topic of changes in the state of matter, accompanied by self-reflection rubrics, collaborative project activities, and practical guides for teachers. The results of this needs analysis serve as an important foundation for the subsequent design and development stages of the product at SDN 1 Wonocoyo.
STEAM-Based E-LKPD to Enhance Learning Independence on States of Matter Topic Yunita Miftahul Jannah; Ika Febriana Wati; Melania Eva Wulanningtyas
STEAM Journal For Elementary School Education Vol. 1 No. 01 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.01.2025.5

Abstract

This study aimed to develop an E-LKPD based on the STEAM approach on the topic of changes in the state of matter to improve the learning independence of fourth-grade elementary school students. The study employed the 4D development model (Define, Design, Develop, Disseminate). The subjects in this study were five fourth-grade students at SDN 1 Wonocoyo, Pogalan Sub-district, Trenggalek District. The instruments used included expert validation sheets, student response questionnaires, and learning independence questionnaires. The validation results showed that the E-LKPD was highly feasible for use, with an average validation score of 90%. Student responses to the E-LKPD indicated a high level of engagement and interest, reaching 92%. In addition, students’ learning independence scores increased significantly after using the E-LKPD, with a gain score of 0.47 (moderate category). Thus, the STEAM-based E-LKPD proved effective in enhancing the learning independence of fourth-grade students at SDN 1 Wonocoyo, Pogalan Sub-district, Trenggalek District.