Students Response to the Literacy Educational Game Application at SMPN 2 Kwanyar

\nThe reading literacy scores of Indonesian students according to PISA are far below the global average. Efforts to improve literacy can be developed through learning media. One of the learning media that students like is educational games. The purpose of this research is to determine students' responses to the Literacy Educational Game (LEG) as a learning medium to foster literacy skills. The research method is quantitative descriptive. The subject of this research is the students of SMPN 2 Kwanyar, totaling 26 students. This research instrument includes a media validation sheet and a student response questionnaire. The results of the media expert validity showed a percentage of 87%, which falls into the very good category. Meanwhile, the results of the student response questionnaire showed a percentage of 90%, also falling into the very good category.\n

Publication Details

Journal
Springer Link (Chiba Institute of Technology)
Published
2024-12-06
DOI
https://doi.org/10.1051/shsconf/202420506019/pdf
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

Students Response to the Literacy Educational Game Application at SMPN 2 Kwanyar

Springer Link (Chiba Institute of Technology)
Educational Methods and Media Use
article

Students Response to the Literacy Educational Game Application at SMPN 2 Kwanyar

article en

Abstract

\nThe reading literacy scores of Indonesian students according to PISA are far below the global average. Efforts to improve literacy can be developed through learning media. One of the learning media that students like is educational games. The purpose of this research is to determine students' responses to the Literacy Educational Game (LEG) as a learning medium to foster literacy skills. The research method is quantitative descriptive. The subject of this research is the students of SMPN 2 Kwanyar, totaling 26 students. This research instrument includes a media validation sheet and a student response questionnaire. The results of the media expert validity showed a percentage of 87%, which falls into the very good category. Meanwhile, the results of the student response questionnaire showed a percentage of 90%, also falling into the very good category.\n

Springer Link (Chiba Institute of Technology)
Universitas Trunojoyo Madura
Quality Education
Openalex Percentile: Top 45%
Educational Methods and Media Use
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Students Response to the Literacy Educational Game Application at SMPN 2 Kwanyar · Springer Link (Chiba Institute of Technology) (2024) | TGRS Research Map | TGRS