Developing Gamified E-Worksheets for Reading Narrative Texts at UPT SMP Negeri 10 Medan

The purpose of this study is to develop a gamified e-worksheet for eighth-grade students at UPT SMP Negeri 10 Medan to help students comprehend narrative texts. This development is based on the Gamification of Learning and Instruction Theory (Kapp, 2012). The need for this product arose from students' difficulties in understanding narrative text, limited vocabulary, low motivation, and preference for interactive digital media. Using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the researcher created e-worksheets that integrated game elements—such as storytelling, levels, competition, goals, rewards, and feedback—using Canva, Educaplay, and Genially platforms. Material and media expert validation gave an average score of 4.6 out of 5, or 93%, in the "very good" category. In addition, student perceptions showed an average score of 4.8, or 96%, which falls into the “very good” category. Interviews with students supported these findings, indicating that the e-worksheet was engaging, visually appealing, and effective in enhancing reading comprehension. The study concludes that gamified e-worksheets can significantly improve students' motivation and reading skills.

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Journal
GENRE Journal of Applied Linguistics of FBS Unimed
Published
2025-07-30
DOI
https://doi.org/10.24114/gj.v14i3.67688
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Developing Gamified E-Worksheets for Reading Narrative Texts at UPT SMP Negeri 10 Medan

Yeni Erlita, Hammi Kasifa Pohan
GENRE Journal of Applied Linguistics of FBS Unimed
Educational Methods and Media Use
article

Developing Gamified E-Worksheets for Reading Narrative Texts at UPT SMP Negeri 10 Medan

Yeni Erlita, Hammi Kasifa Pohan
article en

Abstract

The purpose of this study is to develop a gamified e-worksheet for eighth-grade students at UPT SMP Negeri 10 Medan to help students comprehend narrative texts. This development is based on the Gamification of Learning and Instruction Theory (Kapp, 2012). The need for this product arose from students' difficulties in understanding narrative text, limited vocabulary, low motivation, and preference for interactive digital media. Using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the researcher created e-worksheets that integrated game elements—such as storytelling, levels, competition, goals, rewards, and feedback—using Canva, Educaplay, and Genially platforms. Material and media expert validation gave an average score of 4.6 out of 5, or 93%, in the "very good" category. In addition, student perceptions showed an average score of 4.8, or 96%, which falls into the “very good” category. Interviews with students supported these findings, indicating that the e-worksheet was engaging, visually appealing, and effective in enhancing reading comprehension. The study concludes that gamified e-worksheets can significantly improve students' motivation and reading skills.

GENRE Journal of Applied Linguistics of FBS UnimedVol. 14(3)
State University of Medan (ID)
Openalex Percentile: Top 58%
Educational Methods and Media Use
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