Indonesian Journal of Education Methods Development
Vol. 21 No. 2 (2026): May

Kahoot Gamification Facilitates Narrative Text Comprehension In Secondary Foreign Language Education

Gita Desire Sujarwo (Program Studi Pendidikan Bahasa Inggris, Universitas Muhammadiyah Sidoarjo)
Dian Novita (Program Studi Pendidikan Bahasa Inggris, Universitas Muhammadiyah Sidoarjo)



Article Info

Publish Date
20 Jun 2026

Abstract

General Background: Reading proficiency constitutes a complex cognitive process and a critical challenge for students learning English worldwide. Specific Background: Mastering story structures proves particularly demanding due to the required ability to decode unfamiliar vocabulary, deduce implicit meanings, and recognize sequential plot events. Knowledge Gap: Although interactive quiz platforms demonstrate broad pedagogical utility, empirical evaluations specifically investigating their application on tenth-grade literary mastery within Indonesian contexts remain remarkably scarce. Aims: This pre-experimental research investigates the application of digital game-based instruction on the reading proficiency of tenth-grade learners at a public senior high school in Sidoarjo. Results: Utilizing a one-group pretest-posttest design with 36 participants, statistical analysis via the Wilcoxon Signed Rank Test revealed a significant mean score progression from 55.69 to 78.11, accompanied by a large practical effect size of 0.805. Novelty: The intervention distinctly operationalizes competitive game mechanics as a direct reading instruction technique, transforming passive story decoding into a highly interactive, feedback-driven cognitive exercise. Implications: Integrating this digital pedagogical framework provides educators with a practical strategy to mitigate reading anxiety and actively engage students during complex literary analyses. Highlights: Digital quiz platforms significantly increase mean assessment scores regarding narrative text comprehension among high school learners. Game-based instructional interventions successfully facilitate active learner engagement and immediate corrective feedback during reading activities. Non-parametric statistical analysis confirms a large practical effect size associated with interactive vocabulary and inference exercises. Keywords: Game Based Learning, Reading Proficiency, Literary Analysis, Digital Pedagogy, Wilcoxon Signed Rank Test

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Journal Info

Abbrev

ijemd

Publisher

Subject

Education

Description

Aim : This journal aimed at communicating the results of research of professors, teachers, practitioners, and scientists in the field of education covering teaching areas in primary education or all education, applied science and critical analytical studies education. - Readers targeted by this ...