The effects of gamification and lyrical music on reading comprehension of ESL students at Mahabodhi Vidya High School = Dampak gamifikasi dan musik berlirik terhadap pemahaman membaca siswa ESL di SMA Mahabodhi Vidya

Kusumastuti, Margareta Ajeng (2024) The effects of gamification and lyrical music on reading comprehension of ESL students at Mahabodhi Vidya High School = Dampak gamifikasi dan musik berlirik terhadap pemahaman membaca siswa ESL di SMA Mahabodhi Vidya. Masters thesis, Universitas Pelita Harapan.

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Abstract

This study investigates the challenges ESL students face in reading comprehension, focusing on Grade 12 students at Mahabodhi Vidya High School. Unit test results reveal that reading comprehension scores are significantly lower than those for listening, grammar, and vocabulary, with difficulties stemming from unfamiliar vocabulary and varied application of reading strategies. To address these issues, the study examines the effects of gamification and lyrical music on vocabulary development and comprehension of informational texts using a quasi-experimental design with non-equivalent groups. Two experimental groups (gamification and lyrical music) and one control group were assessed through pretests and posttests aligned with Common Core State Standards. Statistical analyses, including paired t-tests, one-way ANOVA, and N-Gain calculations, revealed that while both approaches effectively enhanced comprehension, gamification had a significantly greater impact, as reflected in the higher mean scores achieved by the gamification group compared to the lyrical music group. Gamification’s features, such as real-time feedback and competition, promoted deeper engagement, while lyrical music fostered learning through emotional connections. Grounded in the Active View of Reading theory, the study demonstrates how these strategies address overlapping reading processes and motivate learners. While both methods proved effective, gamification showed greater potential, offering practical insights for innovative teaching practices to improve ESL reading comprehension. / Penelitian ini mengkaji tantangan yang dihadapi siswa ESL dalam pemahaman membaca, dengan fokus pada siswa Kelas 12 di Mahabodhi Vidya High School. Hasil ulangan harian menunjukkan bahwa nilai pemahaman membaca lebih rendah dibandingkan dengan nilai untuk kemampuan mendengarkan, struktur kalimat, dan kosakata, dengan kesulitan yang berasal dari kosakata yang tidak familiar dan penerapan strategi membaca yang bervariasi. Untuk mengatasi masalah ini, penelitian ini mengkaji efek gamifikasi dan musik berlirik terhadap pengembangan kosakata dan pemahaman teks informasi menggunakan desain kuasi-eksperimen dengan kelompok non-ekuivalen. Dua kelompok eksperimen (gamifikasi dan musik berlirik) serta satu kelompok kontrol dinilai melalui pretest dan posttest yang disesuaikan dengan Common Core State Standards. Analisis statistik, termasuk uji t berpasangan, ANOVA satu arah, dan perhitungan N-Gain, menunjukkan bahwa meskipun kedua pendekatan secara efektif meningkatkan pemahaman, gamifikasi memberikan dampak yang secara signifikan lebih besar. Hal ini tercermin dari rata-rata skor yang lebih tinggi yang dicapai oleh kelompok gamifikasi dibandingkan dengan kelompok musik lirik. Fitur-fitur gamifikasi, seperti umpan balik real-time dan kompetisi, mendorong keterlibatan yang lebih mendalam, sementara musik lirik mendukung pembelajaran melalui koneksi emosional. Berdasarkan teori Active View of Reading, penelitian ini menunjukkan bagaimana strategi-strategi ini menangani proses membaca yang saling terkait dan memotivasi siswa. Meskipun kedua metode terbukti efektif, gamifikasi menunjukkan potensi yang lebih besar, memberikan wawasan praktis untuk praktik pengajaran inovatif guna meningkatkan pemahaman membaca siswa ESL.
Item Type: Thesis (Masters)
Creators:
Creators
NIM
Email
ORCID
Kusumastuti, Margareta Ajeng
NIM01669220062
margaretajeng92@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Idawati, Lusiana
NIDN0329096601
lusiana.idawati@uph.edu
Uncontrolled Keywords: gamification ; lyrical music ; reading comprehension
Subjects: L Education > LB Theory and practice of education > LB1028.3 Educational techology
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology
Depositing User: Margareta Ajeng Kusumastuti
Date Deposited: 25 Feb 2025 07:56
Last Modified: 25 Feb 2025 07:56
URI: http://repository.uph.edu/id/eprint/67272

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