Jurnal Dharma PGSD
Vol 4 No 2 (2026): Edisi Juli 2026

MENGATASI RENDAHNYA LITERASI MEMBACA SISWA KELAS IV SD AKIBAT KECANDUAN GADGET MELALUI PENDEKATAN BERMAIN BERBASIS BAAMBOOZLE

ningsih10 Iqbal (Universitas Dharmas Indonesia)



Article Info

Publish Date
31 Jul 2026

Abstract

This study aims to improve the reading skills of fourth-grade elementary students—skills that had declined due to gadget dependency—by utilizing the Baamboozle game-based method. Low reading interest among students is driven by heavy gadget use for entertainment, which leads to reduced concentration during study and difficulties in comprehending texts. The study employed a qualitative approach using Classroom Action Research (CAR) conducted over two cycles. The subjects were all students in a fourth-grade elementary class. Data were collected through observation, reading literacy tests, questionnaires, and documentation. The results indicate that Baamboozle enhances student participation, motivation, and reading literacy skills. Digital game-based learning creates an enjoyable atmosphere, encouraging students to become more active in comprehending reading materials and answering questions. Furthermore, gadget usage—previously focused on entertainment—was successfully redirected toward educational learning activities. Consequently, the Baamboozle game-based approach has proven to be an effective, innovative solution for improving reading literacy among elementary school students in the digital era.

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Journal Info

Abbrev

judha

Publisher

Subject

Humanities Education Environmental Science Languange, Linguistic, Communication & Media Social Sciences

Description

Jurnal Dharma PGSD Mempublikasikan hasil penelitian tentang pendidikan dasar dengan berbagai topik kajian (belajar dan pembelajaran, strategi, model, pendekatan, metode dan teknik pembelajaran, evaluasi pembelajaran, psikologi pembelajaran, dan atau pedagogy, sains, sosial, matematika, ...