MENGATASI RENDAHNYA LITERASI MEMBACA SISWA KELAS IV SD AKIBAT KECANDUAN GADGET MELALUI PENDEKATAN BERMAIN BERBASIS BAAMBOOZLE
Keywords:
Literasi membaca, kecanduan gadget, BaamboozleAbstract
This study aims to improve the reading skills of fourth-grade elementary students—skills that had declined due to gadget dependency—by utilizing the Baamboozle game-based method. Low reading interest among students is driven by heavy gadget use for entertainment, which leads to reduced concentration during study and difficulties in comprehending texts. The study employed a qualitative approach using Classroom Action Research (CAR) conducted over two cycles. The subjects were all students in a fourth-grade elementary class. Data were collected through observation, reading literacy tests, questionnaires, and documentation. The results indicate that Baamboozle enhances student participation, motivation, and reading literacy skills. Digital game-based learning creates an enjoyable atmosphere, encouraging students to become more active in comprehending reading materials and answering questions. Furthermore, gadget usage—previously focused on entertainment—was successfully redirected toward educational learning activities. Consequently, the Baamboozle game-based approach has proven to be an effective, innovative solution for improving reading literacy among elementary school students in the digital era.
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References
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