Increasing Students’ Reading Comprehension Through Gamification Based on Balinese Local Stories
- DOI
- 10.2991/assehr.k.210715.049How to use a DOI?
- Keywords
- gamification, Balinese local stories, reading comprehension
- Abstract
Industrial revolution 4.0 has transformed today’s classroom. The demands of implementing innovative teaching media are needed. This research aims at increasing students’ reading comprehension through gamification based on Balinese local stories. We implement Quasi-experimental research with one group pre-test post-test design in this research. The sample was 31 fifth grade students of elementary school 5 Kampung Baru in academic year 2019/2020. Two instruments were implemented in this study, that is, treatment instrument and pretest posttest instrument. The treatment instrument was gamification based on Balinese local stories, while the pretest and posttest instrument were in the form of objective questions for reading comprehension. The result showed 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.
- Copyright
- © 2021, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Putu Kerti Nitiasih AU - Luh Gd Rahayu Budiartha PY - 2021 DA - 2021/07/17 TI - Increasing Students’ Reading Comprehension Through Gamification Based on Balinese Local Stories BT - Proceedings of the 5th Asian Education Symposium 2020 (AES 2020) PB - Atlantis Press SP - 225 EP - 228 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.210715.049 DO - 10.2991/assehr.k.210715.049 ID - Nitiasih2021 ER -