IMPLEMENTASI GAMIFIKASI WAYGROUND SEBAGAI STRATEGI PENINGKATAN MINAT DAN MEMBACA PEMAHAMAN SISWA KELAS V SD NEGERI WADUK

HASIM, ICHWANUDI (2026) IMPLEMENTASI GAMIFIKASI WAYGROUND SEBAGAI STRATEGI PENINGKATAN MINAT DAN MEMBACA PEMAHAMAN SISWA KELAS V SD NEGERI WADUK. S2 thesis, Universitas PGRI Madiun.

[img] Text
HALAMAN DEPAN.pdf

Download (1MB)
[img] Text
ABSTRAK.pdf

Download (148kB)
[img] Text
BAB 1.pdf

Download (224kB)
[img] Text
BAB II.pdf
Restricted to Repository staff only

Download (470kB)
[img] Text
BAB III.pdf
Restricted to Repository staff only

Download (426kB)
[img] Text
BAB IV.pdf
Restricted to Repository staff only

Download (430kB)
[img] Text
BAB V.pdf
Restricted to Repository staff only

Download (213kB)
[img] Text
DAFTAR PUSTAKA.pdf
Restricted to Repository staff only

Download (154kB)
[img] Text
LAMPIRAN.pdf
Restricted to Repository staff only

Download (1MB)

Abstract

Ichwanudi Hasim. 2026. Implementation of Wayground Gamification as a Strategy to Improve the Reading Interest and Reading comprehension of Fifth-Grade Students at SD Negeri Waduk. Thesis. Master's Program in Indonesian Language and Literature Education, Graduate School, Universitas PGRI Madiun. Advisors: (I) Prof. Dr. Parji, M.Pd.; (II) Dr. Muh. Waskito Ardhi, M.Pd. The reading interest and reading comprehension of elementary school students remain relatively low, which affects their ability to comprehend reading materials and the overall quality of the learning process. Preliminary observations conducted in Grade V of SD Negeri Waduk revealed that students showed low enthusiasm for reading activities, literacy habituation had not been optimally implemented, and students' achievement in Indonesian language learning, particularly in reading comprehension, was still unsatisfactory. This study aimed to determine the improvement of students' reading interest and reading comprehension through the implementation of Wayground gamification and to examine its effectiveness in the learning process. This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which was conducted in two cycles. The research subjects consisted of 14 fifth-grade students of SD Negeri Waduk. Data were collected through observation, questionnaires, tests, interviews, and documentation. The data were analyzed qualitatively to describe the implementation process of the actions and quantitatively by calculating percentages, mean scores, and learning mastery. The findings revealed that the implementation of Wayground gamification effectively improved students' reading interest and reading comprehension. Students' participation in reading activities increased from 42.86% in the preliminary condition to 76.2% in Cycle I and 86.4% in Cycle II. The average reading comprehension score improved from 54.29 in the pre-action stage to 75 in Cycle I and 86 in Cycle II. Furthermore, the percentage of learning mastery increased from 35.71% in the preliminary condition to 72.6% in Cycle I and 85.8% in Cycle II. Therefore, the implementation of Wayground gamification proved to be effective in improving the reading interest and reading comprehension of fifth-grade students at SD Negeri Waduk. It can also serve as an innovative, interactive, and enjoyable instructional strategy to support the strengthening of literacy culture in elementary schools. Keywords: gamification, wayground, reading interest, reading comprehension, elementary school.

Item Type: Thesis/Skripsi/Tugas Akhir (S2)
Kata Kunci: gamifikasi, Wayground, minat baca, membaca pemahaman, sekolah dasar. gamification, wayground, reading interest, reading comprehension, elementary school.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
Divisions: Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia
Depositing User: ICHWANUDI HASIM ICHWANUDI
Date Deposited: 23 Sep 2026 04:35
Last Modified: 23 Sep 2026 04:35
URI: http://eprint.unipma.ac.id/id/eprint/9796

Actions (login required)

View Item View Item