DEVELOPMENT OF A GAMIFICATION-BASED READING LEARNING PROGRAM FOR CHILDREN WITH DYSLEXIA

This study aims to develop a gamification-based reading learning program as a form of innovation in supporting the literacy skills of children with dyslexia. The background of this study is the limited adaptive and enjoyable learning media for children with specific barriers in reading, as well as the need for interventions that can facilitate phonological awareness and word recognition effectively. This study uses a descriptive approach with a simplified research and development (R&D) method in three stages, namely Needs Analysis, program Development, and validation by experts. Data were obtained through initial assessment, interviews with teachers and parents, and validation through focus group discussions. The results showed that programs designed according to the characteristics of children with dyslexia, utilize gamification elements such as points, levels, visual feedback, and interactive narratives. Expert validation shows that the program is feasible to use and can be an attractive and responsive alternative learning medium. Although this study does not yet include direct implementation trials, the development results make an initial contribution in designing a more personalized and enjoyable learning approach for children with special needs in reading.

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Publication Details

Journal
JPI (Jurnal Pendidikan Inklusi)
Published
2025-07-20
DOI
https://doi.org/10.26740/inklusi.v9n1.p70-78
Primary Topic
Education and Learning Interventions
Type
article
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article

DEVELOPMENT OF A GAMIFICATION-BASED READING LEARNING PROGRAM FOR CHILDREN WITH DYSLEXIA

Endang Rochyadi, Budi Susetyo, Iding Tarsidi, Elvina Hapsari et al.
JPI (Jurnal Pendidikan Inklusi)
Education and Learning Interventions
article

DEVELOPMENT OF A GAMIFICATION-BASED READING LEARNING PROGRAM FOR CHILDREN WITH DYSLEXIA

Endang Rochyadi, Budi Susetyo, Iding Tarsidi, Elvina Hapsari, Fashihah Rahmanissa, Nita Nitya Intan Tambrin, Shinta Dewi Kusumastuti
article en

Abstract

This study aims to develop a gamification-based reading learning program as a form of innovation in supporting the literacy skills of children with dyslexia. The background of this study is the limited adaptive and enjoyable learning media for children with specific barriers in reading, as well as the need for interventions that can facilitate phonological awareness and word recognition effectively. This study uses a descriptive approach with a simplified research and development (R&D) method in three stages, namely Needs Analysis, program Development, and validation by experts. Data were obtained through initial assessment, interviews with teachers and parents, and validation through focus group discussions. The results showed that programs designed according to the characteristics of children with dyslexia, utilize gamification elements such as points, levels, visual feedback, and interactive narratives. Expert validation shows that the program is feasible to use and can be an attractive and responsive alternative learning medium. Although this study does not yet include direct implementation trials, the development results make an initial contribution in designing a more personalized and enjoyable learning approach for children with special needs in reading.

JPI (Jurnal Pendidikan Inklusi)Vol. 9(1)
Indonesia University of Education (ID)
Openalex Percentile: Top 58%
Education and Learning Interventions
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DEVELOPMENT OF A GAMIFICATION-BASED READING LEARNING PROGRAM FOR CHILDREN WITH DYSLEXIA — Endang Rochyadi, Budi Susetyo, et al. · JPI (Jurnal Pendidikan Inklusi) (2025) | TGRS Research Map | TGRS