TY - THES N1 - Dr. Aninditya Sri Nugraheni, M.Pd. ID - digilib74226 UR - https://digilib.uin-suka.ac.id/id/eprint/74226/ A1 - Nyangfah Nisa Septiana, NIM.: 23204082018 Y1 - 2025/10/27/ N2 - Education aims not only to impart knowledge, but also to nurture students who love reading and apply the knowledge they have gained in their lives.However, the results of the Programme for International Student Assessment (PISA)2022 show that Indonesian students still have difficulty understanding the texts they read. Another problem was also obtained from the initial data in the field, which indicated low active participation, marked by minimal student involvement in learning and a lack of understanding of the reading text.This study aims to develop gamification-based interactive comics for Indonesian language lessons in phase C for elementary school/MI students. The specific objectives of this study are: (1) to describe the process of developing gamification-based interactive comics, (2) to analyze the feasibility of gamification-based interactive comics, (3) to test the effectiveness of gamification-based interactive comics. This study uses Research and Development (R&D) as its research type. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation). The research subjects consist of instrument experts, material experts, media experts, language experts, and practitioners. The empirical validity test involved 31 students from SDN Banguntapan, while the effectiveness test involved 48 fifth-grade students from two schools, SD Negeri Adisucipto 1 and MI Ma'arif Bego, and three teachers as product assessors. Data collection was conducted through questionnaires, tests, interviews, and observations. The data analysis techniques used were qualitative and quantitative descriptive techniques. Qualitative descriptive data were analyzed using the Miles, Huberman, and Saldana technique and data triangulation. Quantitative data for testing the validity of the instruments used V Aiken and JASP software. Then, the effectiveness of gamification-based interactive comics was tested using a paired sample t-test and N-Gain. The results of the study show that: (1) the process of developing gamification-based interactive comics successfully produced products that suited the needs and characteristics of students, (2) gamification-based interactive comics were highly feasible with an average score of 93%, (3) gamification-based interactive comics were proven to be effective in increasing active participation and reading comprehension skills of elementary school/MI students, as seen in the paired sample t-test of the two schools, which obtained a sig. (2-tailed) of 0.000 < 0.05. The N-Gain results for active participation and reading comprehension skills obtained scores of 0.74 and 0.68, which are categorized as quite effective. PB - UIN SUNAN KALIJAGA YOGYAKARTA KW - Bahasa Indonesia KW - Gamifikasi KW - Komik Interaktif KW - Media Pembelajaran KW - Membaca Pemahaman KW - Partisipasi Aktif M1 - masters TI - PENGEMBANGAN KOMIK INTERAKTIF BERBASIS GAMIFIKASI UNTUK MENINGKATKAN PARTISIPASI AKTIF DAN KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS V SD/MI AV - restricted EP - 286 ER -