cover
Contact Name
Heri Isnaini
Contact Email
garuda@apji.org
Phone
+6285885852706
Journal Mail Official
danang@apji.org
Editorial Address
Perum Cluster G11 Nomor 17 Jl. Plamongan Indah, Kadungwringin, Pedurungan, Semarang, Provinsi Jawa Tengah, 50195
Location
Kota semarang,
Jawa tengah
INDONESIA
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
ISSN : 30257484     EISSN : 30257476     DOI : 1061132
Core Subject : Education, Art,
Bidang kajian dalam jurnal ini termasuk sub rumpun Ilmu Pendidikan, Bahasa, dan Budaya. Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya menerima artikel dalam bahasa Inggris dan bahasa Indonesia
Articles 284 Documents
Urgensi Intensifikasi Program Literasi Berbasis Mata Pelajaran Bahasa Indonesia di SMP N 1 Paninggaran Djennar Al Mayzuni; Vika Aulia Safitri; Klaudia Siti Nur Azizah; Fatma Fauziyah; M. Fauzan Amanulloh; Rissa Shofiani
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2793

Abstract

Literacy is an important foundation in education because it plays a role in improving the ability to understand information, think critically, and support learning success. However, students' reading interest at SMP Negeri 1 Paninggaran remains relatively low, mainly due to limited access to reading materials influenced by the school's geographical condition in a mountainous area. This study aims to describe the condition of students' literacy culture, the influence of geographical conditions on literacy, the role of the Indonesian language subject in strengthening literacy, and strategies for intensifying literacy programs at school. The study employed a qualitative descriptive method, with data collected through observation, interviews, and documentation. The research informants consisted of Indonesian language teachers, library staff, and students of SMP Negeri 1 Paninggaran. The results show that students' reading interest is still low, literacy activities have not yet become a sustainable habit, and literacy-supporting facilities remain limited. Geographical conditions also affect access to reading materials and the development of students' literacy culture. The Indonesian language subject has a strategic role in strengthening literacy through the integration of reading and writing activities into the learning process. The intensification of literacy programs is carried out through the addition of Indonesian language instructional hours, optimization of the library, development of reading corners, and integration of literacy activities into classroom learning. These findings indicate that literacy strengthening based on the Indonesian language subject can be an effective strategy for building a sustainable literacy culture in the school environment.
Efektivitas Media Animasi Kartun dalam Pembelajaran Menulis Teks Negosiasi pada Siswa Kelas X SMA Negeri 2 Indramayu Ine Saadah; Nana Triana Winata; Agus Nasihin
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2837

Abstract

Writing skill, particularly in producing negotiation texts, remains a persistent challenge for tenth-grade students, who often struggle with structuring texts, limited vocabulary, and low writing motivation caused by monotonous instructional media. This study aimed to describe students' negotiation-text writing ability before and after the use of cartoon animation media and to examine its effectiveness. A quasi-experimental method with a nonequivalent control group design was employed. The sample was selected through purposive sampling, consisting of Class X-7 as the experimental group (38 students) and Class X-4 as the control group (39 students) at SMA Negeri 2 Indramayu in the 2025/2026 academic year. Data were collected through negotiation-text writing tests assessing text structure, content, and language use, complemented by observation sheets, and analyzed using the Shapiro-Wilk test, Levene's test, and the nonparametric Mann-Whitney U test with SPSS 25. Results showed that the control group's posttest mean score reached 63 (adequate category), while the experimental group achieved a mean score of 80 (good category) with a highest score of 100. The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of 0.000 (< 0.05), indicating a statistically significant difference between the two groups. These findings confirm that cartoon animation media effectively improves students' negotiation-text writing ability. Teachers are recommended to adopt this medium as an innovative learning strategy, and schools are encouraged to support the availability of supporting audio-visual technological facilities.
Pengembangan Media Permainan Ludo Berbasis Self-Management untuk Mengurangi Prokrastinasi Akademik Siswa SMA PAB 11 Lubuk Pakam Nazwa Azzahra; Muhammad Putra Dinata Saragi
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2892

Abstract

Academic procrastination is a common problem among senior high school students that can negatively affect academic achievement and psychological well-being. One factor contributing to this behavior is low Self-Management ability, while guidance and counseling (BK) services at SMA PAB 11 Lubuk Pakam have mainly relied on conventional methods that provide limited active student engagement. This study aims to describe the development of Self-Management-based Ludo game media using the 4D model, determine its feasibility based on expert assessments, and evaluate its practicality based on BK teacher and student responses. This Research and Development (R&D) study employed the 4D model consisting of Define, Design, Develop, and Disseminate. Needs data were collected from 13 eleventh-grade students, while product feasibility was assessed by a BK content expert and a learning media expert. A limited trial involved four students. The results showed a needs analysis mean score of 3.22 (64.4%, High). Content expert validation obtained a mean score of 4.83 (96.7%, Very Good), while media expert validation obtained 3.79 (75.7%, Good), with a combined mean of 4.31 (Very Good). Practicality testing resulted in an 86.2% BK teacher response and a 91.25% student response. Thus, the Self-Management-based Ludo game media is feasible and practical as an innovative and interactive group BK medium for helping students reduce academic procrastination.
Pengembangan Media Permainan Archery untuk Melatih Self Disclosure (Keterbukaan Diri) Siswa melalui Layanan Bimbingan Klasikal Riska Suzana Amelia; Yenti Arsini
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 4 No. 3 (2026): August: Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v4i3.2903

Abstract

This study aims to develop the Archery game media as a classical guidance and counseling service medium to train students’ self-disclosure and to determine the level of validity and practicality of the developed media. This research uses the Research and Development (R&D) method with a 4D development model, limited to the Develop stage. The research subjects consisted of students in class VII-1 at SMP Negeri 8 Percut Sei Tuan, guidance and counseling teachers, as well as media and material expert validators. Data collection techniques were conducted through interviews and questionnaires. The research instruments included media expert validation questionnaires, material expert validation questionnaires, teacher response questionnaires, and student response questionnaires. The results showed that the Archery game media obtained a validity percentage of 90% from media experts with a very valid category and 94% from material experts with a very valid category. The practicality test results obtained a percentage of 96% based on the guidance and counseling teacher’s response and 88.44% based on students’ responses, both in the very practical category. This game media helps students become more active in participating in guidance services, increases their courage in expressing thoughts and feelings, and creates an interactive and enjoyable learning atmosphere. Therefore, the Archery game media is suitable for use in classical guidance services to train students’ self-disclosure.