Dwi Agustina
Universitas Islam Sumatera Utara

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Pengaruh Media Puzzle Berbasis Gamifikasi Dalam Menganalisis Teks Hikayat Siswa Kelas X SMK Negeri 1 Tinggi Raja Tahun Ajaran 2025/2026 Fadilla Rizky Dwi Ariani; Wan Nurul Atikah Nasution; Dwi Agustina
Jurnal Komunitas Bahasa Vol 14 No 1 (2026): April 2026
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/7thbnq21

Abstract

This study aimed to examine the effect of gamification-based puzzle media on students’ ability to analyze hikayat texts, particularly in understanding archaic diction, among tenth-grade students at SMK Negeri 1 Tinggi Raja. The study employed a quantitative approach using a quasi-experimental method with a Post-test Only Control Group Design. The population consisted of 52 students, with a sample of 40 students selected through simple random sampling. The participants were divided into an experimental class consisting of 20 students and a control class consisting of 20 students. Data were collected using a five-item essay test that had been validated through expert judgment. The results revealed that the mean score of the experimental class (89.75) was significantly higher than that of the control class (78.25). The results of the Liliefors normality test and Levene’s homogeneity test indicated that the data were normally distributed and homogeneous. Furthermore, the independent samples t-test showed that tcount  (3.74) was higher than ttable (2.024) at the significance level of α = 0.05. Therefore, H₀ was rejected and H₁ was accepted. The findings suggest that the integration of gamification elements, such as points, leveled challenges, and leaderboards, effectively transforms abstract classical literary materials into more concrete, interactive, and participatory learning experiences for vocational high school students.