GAMIFICATION-BASED PLATFORM DEVELOPMENT FOR EARLY CHILDREN'S READING SKILLS

Reading is a basic skill that every child must have in order to access more knowledge in the future. The use of uninteresting media leads to decreased motivation and participation in learning. Coupled with the increasing number of gadget users and game players at the age of children. So it takes...

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Bibliographic Details
Main Author: Semartiana, Nia
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/78050
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:Reading is a basic skill that every child must have in order to access more knowledge in the future. The use of uninteresting media leads to decreased motivation and participation in learning. Coupled with the increasing number of gadget users and game players at the age of children. So it takes an interesting learning media for today's children by making games as a learning media. This research uses Design Research Methodology (DRM) in its development using gamified applications on devices as support. This gamified application is expected to be an interesting learning media for today's children who were born in the era of high technology. In the development of gamification applications, a comprehensive octalysis framework is used to satisfy the need for motivation. The octalysis framework has eight cores that are translated into game elements used in the reading learning application. This application was tested on first grade students of Teluk Kuantan Integrated Islamic Elementary School (SDIT) with 35 participants. The results of the trial use of this application show that this gamified application for learning to read has an impact on students' learning. It can be seen in the results of the analysis of student learning tested using the Mann-Withney test with the results of Asym. Sig (2-tailed) of 0.18, which shows that there is a significant difference in learning outcomes after using the gamification application (posttest) and before using the gamification application (pretest). The results of the learner questionnaire (survey) show that students feel motivated and involved in learning from the aspects of meaning, development, empowerment, ownership, and scarcity with a large average value of four.