This research aims to determine whether there is an effect of gamification in learning on students reading comprehension on eighth grade students at SMP PANCASILA Bengkulu. This research uses a Quasi-Experimental method with the type of research being quantitative. The researcher decided to do an experiment in grade 8 with a total of 32 students. In the process of collecting data, researchers conducted a pre-test and post-test for 4 meetings. From the results of this study, the students' average pre-test score was 7.55 and the post-test average was 8.96, which means that the post-test score was higher than the pre-test score. With a standard deviation of 0.336 pre-test and 0.40 pos- test. So, it can be concluded that the application of the gamification in learning method has a significant influence on the eighth-grade students of SMP PANCASILA Bengkulu.
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