Pengembangan Model Interactive Literacy Learning Berbantuan E-Book Gamifikasi untuk Meningkatkan Minat dan Literasi Membaca Siswa Sekolah Dasar
Development of Interactive Literacy Learning Model Assisted by Gamified E-Book to Increase Elementary School Students’ Reading Interest and Reading Literacy
ABSTRAK
Hardhika Wahyu Dewani. 2024. Pengembangan Model Interactive Literacy Learning Berbantuan E-Book Gamifikasi untuk Meningkatkan Minat dan Literasi Membaca Siswa Sekolah Dasar. Disertasi, Program Studi Pendidikan Dasar, Universitas Negeri Surabaya. Pembimbing (1) Prof. Dr. Wahyu Sukartiningsih, M.Pd. dan (II) Dr. Hendratno, M.Hum.
Kata kunci: Model Interactive Literacy Learning, E-Book Gamifikasi, Minat Baca, Literasi Membaca
Literasi membaca merupakan keterampilan yang dibutuhkan pada abad 21. Namun, ternyata minat dan literasi membaca siswa masih tergolong rendah. Tujuan penelitian ini menghasilkan model interactive literacy learning berbantuan e-book gamifikasi yang valid, praktis, dan efektif untuk meningkatkan minat baca dan literasi membaca siswa. Model interactive literacy learning berbantuan e-book gamifikasi memiliki sintaks yang terdiri atas 5 fase yaitu 1) Brainstorming, 2) Skimming, Scanning, and Question, 3) Read, 4) Share and Discuss, dan 5) Review. Jenis penelitian ini penelitian pengembangan dengan menggunakan model pengembangan Borg and Gall dengan tahapan pendahuluan, pengembangan model, dan pengujian model. Subjek uji coba sebanyak 72 orang siswa kelas IV SD di SDN Made I Surabaya, SDN Lontar 481 Surabaya, dan SDN Jajartunggal III Surabaya. Metode pengumpulan data menggunakan angket, tes, dan observasi. Teknik analisis data yang digunakan deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa 1) model interactive literacy learning berbantuan e-book gamifikasi dinyatakan valid karena hasil skor validitas isi dan validitas konstruk dari model interactive literacy learning berbantuan e-book gamifikasi beserta perangkat pembelajaran yang dikembangkan berkategori sangat valid, 2) model interactive literacy learning berbantuan e-book gamifikasi dinyatakan praktis karena kelima fase model terlaksana dengan sangat baik dan berkategori praktis; 3) model interactive literacy learning berbantuan e-book gamifikasi dinyatakan efektif untuk meningkatkan minat baca dan literasi membaca karena: rerata n-gain minat baca memenuhi kategori sedang dan rerata n-gain literasi membaca berkategori tinggi, berdasarkan hasil uji statistik terdapat peningkatan terhadap minat dan literasi membaca, ada konsistensi peningkatan minat dan literasi membaca siswa SD pada kelas uji coba luas, dan respon siswa yang positif terhadap pembelajaran model interactive literacy learning berbantuan e-book gamifikasi. Disimpulkan bahwa model interactive literacy learning berbantuan e-book gamifikasi layak untuk meningkatkan minat dan literasi membaca siswa SD.
ABSTRACT
Hardhika Wahyu Dewani. 2024. Development of Interactive Literacy Learning Model Assisted by Gamified E-Book to Increase Elementary School Students’ Reading Interest and Reading Literacy. Dissertation, Basic Education Study Program, Universitas Negeri Surabaya. Advisors (1) Prof. Dr. Wahyu Sukartiningsih, M.Pd. dan (II) Dr. Hendratno, M.Hum.
Keywords: Interactive Literacy Learning Model, Gamified E-Book, Reading Interest, Reading Literacy
In the 21st century, reading literacy is recognized as a critical competence that should be cultivated in students from an early age. However, students’ reading interest and literacy remain relatively low. This study aims to develop a valid, practical, and effective interactive literacy learning model to enhance students’ reading interest and literacy skills. The model consists of five phases of syntax, namely (1) brainstorming, (2) skimming, scanning, and question, (3) read, (4) share and discuss, and (5) review. This research and development used Borg and Gall’s developmental approach, covering preliminary investigation, model development, and model testing. There were seventy-two students involved as the trial participants, who came from Grade 4 of SDN Made I Surabaya, SDN Lontar 481 Surabaya, and SDN Jajartunggal III Surabaya. Data were collected using a questionnaire, a test, and observation. The obtained data were then analyzed using quantitative and qualitative descriptive methods. The results indicate that the interactive literacy learning model assisted by a gamified e-book is valid, based on high content and construct validity indexes, a very good and practical category of all syntaxes, and effectiveness of the model to increase students’ reading interest and reading literacy, proven by a moderate increase in reading interest and a high increase in reading literacy. Additionally, there is a consistent increase in elementary school students’ reading interest and reading literacy in broader trial classes. The students also show a positive response toward the implementation of the model. Therefore, the developed interactive literacy learning model assisted by a gamified e-book is feasible and potential to increase elementary school students’ reading interest and reading literacy skills.