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Increasing Students’ Reading Comprehension through Gamification Based on Balinese Local Stories a) Universitas Pendidikan Ganesha Abstract Industrial revolution 4.0 has transformed today’s classroom. The demands of implementing innovative teaching medias are needed to be fulfilled. This research aimed at increasing students’ reading comprehension through gamification based on Balinese local stories. Quasi-experimental research with one group pre-test post-test design was implemented in this research. The sample was 31 fifth grade students of SD N 5 Kampung Baru in academic year 2019/2020. Two instruments were implemented in this study; treatment instrument and pretest posttest instrument. The treatment instrument was gamification based on Balinese local stories. The pretest and posttest instrument were in the form of objective questions for reading comprehension. The experimental group was repeatedly pre-tested and post-tested for six times. The result of post-tests indicated a promising students’ progress from low to high accomplishment. The finding proved that the mean score of posttests was higher than pretests (87.13 > 56.11). Hypothesis testing result (paired sample t-test) showed the tobs was 31.608 and tcv was 1.671 with (α = 0.05). Hence, the tobs > tcv, 31.608 > 1.671 which indicated that gamification based on Balinese local stories was able to increase students’ reading comprehension. Gamification based on Balinese local stories as teaching media are suggested to be used as teaching media in teaching reading comprehension. Keywords: Gamification; Balinese local stories; Reading comprehension Topic: Learning / Teaching Methodologies and Assessment |
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