THE EFFECTIVENESS OF BLOOKET AS A GAMIFICATION TOOL IN ENHANCING STUDENTS’ READING COMPREHENSION OF EIGHT GRADE STUDENTS AT SMP NEGERI 13 OKU

Melfiza Puspita, Maharishi and Eriyanti, Eriyanti, M.Pd. and Dr. Nopa, Yusnilita, M.Pd. (2025) THE EFFECTIVENESS OF BLOOKET AS A GAMIFICATION TOOL IN ENHANCING STUDENTS’ READING COMPREHENSION OF EIGHT GRADE STUDENTS AT SMP NEGERI 13 OKU. Other thesis, Universitas Baturaja.

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Abstract

This study aims to determine the effectiveness of Blooket as a gamification tool in enhancing the reading comprehension of eighth-grade students at SMP Negeri 13 OKU and to know students’ perception of using Blooket in reading comprehension activities compare to traditional method. Blooket is a game-based learning platform that allows students to answer questions in a more interactive
and enjoyable way, particularly in reading comprehension tasks. The research conducted a quasi-experimental method using a pretest-posttest control and experimental group design. The sample consisted of two classes: class VIII.3 as
the experimental group and class VIII.4 as the control group, with a total of 60 students. The instruments used were a 25-item multiple-choice reading comprehension test and a questionnaire to assess students’ perceptions. The data
were analyzed by using descriptive statistics and the Independent Sample T-test.The results showed that the experimental group’s average score increased from 40.14 in the pre-test to 70.50 in the post-test, while the control group’s average score improved from 37.75 to 63,13. Although the experimental group showed greater improvement, the Independent Sample T-test result indicated that the difference between the two groups was effective (Sig. = 0.022 & 0,023 < 0.05).The questionnaire results indicated that students had a positive perception of Blooket. Most of them found it enjoyable, easy to use, and engaging. The highest
positive responses were related to students’ attitudes toward using technology with 80% of response, which showing Blooket’s potential to support motivation in reading comprehension.

Keywords : Blooket, Gamification, Reading Comprehension

Item Type: Thesis (Other)
Subjects: Universitas Baturaja > Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa Inggris
UBR > Pendidikan Bahasa Inggris
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa Inggris
Library of Congress Subject Areas > UBR > Pendidikan Bahasa Inggris
Depositing User: Yudith UNBARA Firman Pratama PKL
Date Deposited: 20 Aug 2025 02:14
Last Modified: 20 Aug 2025 02:14
URI: http://repository.unbara.ac.id/id/eprint/2452

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