Peningkatan Literasi Bahasa Inggris Melalui Gamifikasi Board Game Dalam Pembelajaran Berdiferensiasi di Kelas 6 SD Negeri Pondok 02

Authors

  • Indah Karunia Fitri Universitas Veteran Bangun Nusantara Sukoharjo
  • Heni Prasetiowati Universitas Veteran Bangun Nusantara Sukoharjo
  • Dian Widiastuti Universitas Veteran Bangun Nusantara Sukoharjo
  • Djatmiko Hidajat Universitas Veteran Bangun Nusantara Sukoharjo

DOI:

https://doi.org/10.55606/inovasi.v4i2.4085

Keywords:

Board Game, Differentiated Instruction, English Literacy, Gamification, Primary School

Abstract

Gamification is an instructional approach that incorporates game elements to enhance student engagement and motivation in the classroom. This classroom action research was conducted with sixth-grade elementary school students by integrating gamification techniques into the learning process. Various game-based components such as point systems, levels, challenges, and rewards were applied throughout the instructional activities. During the study, data were collected on student participation, academic achievement, and responses to the implementation of gamification. The findings indicate that gamification strategies significantly improved student involvement in the learning process. Students demonstrated greater enthusiasm and active participation during gamified lessons. Moreover, improvements in academic performance were observed among students engaged in gamification-based learning. However, further research is needed to explore in more depth the factors that influence the effectiveness of gamification across different subject areas.

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Published

2025-05-18

How to Cite

Indah Karunia Fitri, Heni Prasetiowati, Dian Widiastuti, & Djatmiko Hidajat. (2025). Peningkatan Literasi Bahasa Inggris Melalui Gamifikasi Board Game Dalam Pembelajaran Berdiferensiasi di Kelas 6 SD Negeri Pondok 02. Jurnal Sosial Humaniora Dan Pendidikan, 4(2), 338–348. https://doi.org/10.55606/inovasi.v4i2.4085