Visual Novel Games as A Learning Medium in Developing Reading Skills of Grade X

Reza Ramadani Setiawan, Hesty Puspita Sari, Nita Sutanti, Supriyono Supriyono

Abstract


Proficiency in the English language is essential, with reading being a fundamental skill. In the context of English, reading comprehension encompasses a wide array of written forms, such as articles, narratives, and reports. Developing strong reading abilities is integral to enhancing English comprehension, effective communication, and global participation for students. This study aims to improve students' reading comprehension, specifically in the realm of narrative texts, at SMAN 1 Blitar. The approach involves the incorporation of digital learning media into the teaching process to address the persistent shortcomings associated with conventional teaching methods. A unique instructional strategy is introduced in the form of a visual novel game-based medium, designed to enhance reading skills across three schools. The research findings unequivocally reject the null hypothesis (Ho) while confirming the alternative hypothesis (Ha), underscoring a significant average difference between pre-test and post-test results for students exposed to the visual novel game-based medium. The study adopts a comprehensive Research and Development framework, combining quantitative and qualitative research methods. The research design follows the structured ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data analysis incorporates triangulation data and paired sample t-tests.The outcomes of this research have the potential to significantly contribute to the ongoing efforts aimed at improving the quality of education at SMAN 1 Blitar and similar educational institutions. Future research endeavors are strongly encouraged to continue developing educational media with the goal of enhancing students' reading skills.

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Keyword: Reading, Visual novel, development

 


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