Peningkatan Kemampuan Membaca Pemahaman melalui Game-Based Learning Berbantuan Quizizz dan Wordwall pada Siswa Kelas III Sekolah Dasar
DOI:
https://doi.org/10.51574/judikdas.v5i3.5906Keywords:
Pemahaman Membaca, Pembelajaran Berbasis Permainan, Quizizz, Wordwall, Sekolah DasarAbstract
Penelitian ini bertujuan untuk meningkatkan keterampilan pemahaman membaca siswa kelas III di SD Negeri 2 Purwodadi melalui penerapan Pembelajaran Berbasis Permainan Game-Based Learning yang dibantu oleh Quizizz dan Wordwall. Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemahaman membaca siswa, khususnya dalam mengidentifikasi gagasan utama, menjawab pertanyaan implisit, dan menyimpulkan teks bacaan. Subjek penelitian ini adalah 22 siswa kelas III SD Negeri 2 Purwodadi. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) dengan pendekatan campuran yang dilaksanakan dalam tiga siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Teknik pengumpulan data meliputi tes pemahaman membaca, observasi, wawancara, dan dokumentasi. Instrumen yang digunakan telah divalidasi melalui penilaian ahli dan uji coba. Hasil penelitian menunjukkan bahwa penerapan Pembelajaran Berbasis Permainan melalui Quizizz dan Wordwall secara signifikan meningkatkan keterampilan pemahaman membaca siswa. Skor rata-rata meningkat dari 60 pada tahap pra-siklus menjadi 70 pada Siklus I, 79 pada Siklus II, dan 88 pada Siklus III. Ketuntasan belajar juga meningkat dari 36% pada tahap pra-siklus menjadi 54% pada Siklus I, 77% pada Siklus II, dan 91% pada Siklus III. Selain itu, partisipasi, motivasi, dan antusiasme siswa selama kegiatan pembelajaran meningkat secara signifikan. Oleh karena itu, Pembelajaran Berbasis Permainan yang dibantu oleh Quizizz dan Wordwall terbukti efektif dalam meningkatkan keterampilan pemahaman membaca siswa sekolah dasar.
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