Game-based Literacy to Increase Students’ Reading Interest State Elementary School 2 Wlahar Purbalingga
Usri Maharyati and
Abdul Wakhid Bambang Suharto
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Usri Maharyati: Prof. K.H. Saifuddin Zuhri State Islamic University Purwokerto, Indonesia
Abdul Wakhid Bambang Suharto: Prof. K.H. Saifuddin Zuhri State Islamic University Purwokerto, Indonesia
International Journal of Research and Innovation in Social Science, 2025, vol. 9, issue 6, 3473-3482
Abstract:
Literacy is a fundamental skill that is extremely important and plays a significant role in the development process of students, particularly at the elementary education level. This skill not only encompasses the ability to read and write but also includes the understanding and mastery of information necessary to interact with the surrounding environment. Therefore, literacy development must be a primary focus in primary education to ensure students can grow and develop optimally. However, reading interest among students is often low, which can hinder the advancement of their literacy skills. In Indonesia, particularly among primary school students, reading interest levels remain relatively low. According to data from the National Library of the Republic of Indonesia, only about 30% of children at the elementary school level show a high interest in reading. This article will discuss the application of game-based literacy as a strategy to increase reading interest among students at Wlahar Purbalingga 2 Public Elementary School. With an innovative and enjoyable approach, it is hoped that student participation and engagement in reading activities will increase. This study uses a qualitative method, where data is collected through observation, interviews, and the distribution of questionnaires. The results of the study indicate that the implementation of games in literacy activities can have a significant positive impact on students’ motivation and interest in reading. Thus, it is hoped that this strategy can serve as an effective solution to address the low reading interest among students, encouraging them to be more active in reading and learning. The implementation of game-based literacy is not only aimed at improving reading skills but also at creating a more engaging and interactive learning environment, enabling students to feel more involved and motivated in their learning process.
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:bcp:journl:v:9:y:2025:issue-6:p:3473-3482
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