PENGEMBANGAN BAHAN AJAR LEAFLET INTERAKTIF BERBASIS GAMIFIKASI DALAM PEMBELAJARAN MEMBACA DI KELAS IV SD NEGERI 106162 MEDAN ESTATE T.A. 2024/2025
DOI:
https://doi.org/10.36928/95qy6233Keywords:
Leaflet, Gamification, ReadingAbstract
This study aims to develop and test the feasibility, practicality, and effectiveness of Gamification-Based Leaflet Teaching Materials for reading learning in grade IV of State Elementary School 106162 Medan Estate. The development process follows the ADDIE model, starting with an analysis of the needs of teachers, students, learning tools, curriculum and materials, and learning objectives. The subjects of this research were 22 fourth grade students. Data collection was carried out through observation, interviews, questionnaires and tests using qualitative and quantitative data analysis techniques.This stage is continued with the design of an attractive interactive Leaflet concept, then the production of teaching materials, implementation in the classroom, and ending with an evaluation for product refinement. The validation results show that this teaching material is very suitable for use, with an average validation score of material and design experts reaching 92.5% (95% from material experts and 90% from design experts). In addition, this teaching material is also proven to be very practical, based on the assessment of education practitioners who achieved a score of 84%. The effectiveness aspect is measured through a comparison practitioners who achieved a score of 84%. The effectiveness aspect is measured through a comparison of the results of the pre-test and post-test of students, which showed a significant increase with an N-Gain value of 0.81 or 82%, included in the high category and indicating that this Gamification-Based Leaflet Teaching Material is effective in increasing students’ interest and reading ability.
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Copyright (c) 2025 Fitri Annisa, Faisal Faisal, Halimatussakdiah Halimatussakdiah, Albert Pauli Sirait, Edizal Hatmi (Author)

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