PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS STORYTELLING INTERAKTIF TERINTEGRASI AI DAN GAMIFIKASI UNTUK MENINGKATKAN LITERASI SISWA SD

Silvia Meirisa ( STKIP Muhammadiyah Sungai Penuh, Indonesia )
Andam Yulianti ( STKIP Muhammadiyah Sungai Penuh, Indonesia )

Abstract

This study aims to develop a reading learning model based on interactive storytelling integrated with AI and gamification to improve elementary school students’ reading literacy. The research background stems from the low reading literacy performance of Indonesian students as reported by PISA 2022 and the dominance of conventional teaching methods with limited innovation. The research method applied was R&D using the 4D model (Define, Design, Develop, Disseminate). The subjects consisted of 80 elementary school students in Kerinci Regency, comprising 40 lower-grade students and 40 upper-grade students. Research instruments included reading literacy tests, motivation questionnaires, and student engagement observation sheets. The results indicated that the developed model was valid, with expert validation scores averaging 92% (content), 90% (media), and 88% (language). In terms of practicality, teacher responses (86%) and student responses (89%) confirmed that the model was easy to implement. Effectiveness testing revealed a significant improvement in literacy scores from a pre-test average of 63 to a post-test average of 82, with a gain score of 0.61 (moderate to high category). The integration of AI provided adaptive feedback tailored to students’ abilities, while gamification enhanced students’ motivation and active engagement in reading activities. Therefore, this model offers an innovative alternative to strengthen elementary students’ reading literacy in the digital era and Society 5.0.

 

Downloads

Download data is not yet available.

References

Abbaspour, F., Hosseingholizadeh, R., & Bellibaş, M. Ş. (2024). Uncovering the role of principals in enhancing teacher professional learning in a centralized education system. International Journal of Educational Management, 38(3), 873–889.https://doi.org/10.1108/IJEM-12-2023-0654

Amir & Saddia. (2024). Penerapan model pembelajaran advance organizer berbantuan artificial intelligence (AI) terhadap peningkatan pemahaman konsep mahasiswa pendidikan fisika Universitas Sulawesi Barat. Jurnal Teknologi Pendidikan, 17(2), 123–135. https://doi.org/10.24114/jtp.v17i2.64902

Andhika, A. C. S. (2024). Penerapan Reward Dan Punishment Sistem Poin Untuk Peningkatan Kedisiplinan Siswa. Aflah Consilia: Jurnal Bimbingan Dan Konseling, 3(1), 58–68.https://doi.org/10.56997/aflahconsilia.v3i1.1603

Arjana, I. M., Parmiti, D. P., Candiasa, I. M., & Widiartini, N. K. (2025). Merancang instrumen AKM: Meningkatkan literasi dan numerasi di SD. Nilacakra.

Black, P., & Wiliam, D. (2009). Developing the theory of formative assessment. Educational Assessment, Evaluation and Accountability, 21(1), 5–31. https://doi.org/10.1007/s11092-008-9068-5

Chen, J. J., & Perez, C. (2023). Enhancing assessment and personalized learning through artificial intelligence. Childhood Education, 99(6), 72–79. https://doi.org/10.1080/00094056.2023.2282903

Cynthia, R. E., & Sihotang, H. (2023). Melangkah bersama di era digital: pentingnya literasi digital untuk meningkatkan kemampuan berpikir kritis dan kemampuan pemecahan masalah peserta didik. Jurnal Pendidikan Tambusai, 7(3), 31712–31723.

Deci, E. L., & Ryan, R. M. (2000). The “What” and “Why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Dewi, U. K., Subekti, E., & Rahayu, R. (2024). Efektivitas Media Papan Pintar terhadap Hasil Belajar Siswa Kelas II SD. Ainara Journal (Jurnal Penelitian Dan PKM Bidang Ilmu Pendidikan), 5(4), 519–525. https://doi.org/10.54371/ainj.v5i4.652

Fradana, A. N., & Suwarta, N. (2025). Artificial Intelligence Driven Literacy Practices in Early Language Education. Academia Open, 10(1), 10–21070. https://doi.org/10.21070/acopen.10.2025.11438

Hakeu, F., Pakaya, I. I., & Tangkudung, M. (2023). Pemanfaatan media pembelajaran berbasis gamifikasi dalam proses pembelajaran di mis terpadu al-azhfar. Awwaliyah: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 6(2), 154–166. https://doi.org/10.58518/awwaliyah.v6i2.1930

Julien, G. (2025). The Role of Artificial Intelligence in Advancing Inclusive Education: Opportunities and Challenges BT - Language, Literature and Education: Research Updates Vol. 5 (pp. 66–85). https://doi.org/10.9734/bpi/lleru/v5/5366

Kurniawan, H., WU, A. S., & Tambunan, R. W. (2024). Potensi AI dalam meningkatkan kreativitas dan literasi dalam pembelajaran bahasa Indonesia. JAMI: Jurnal Ahli Muda Indonesia, 5(1), 8–15. https://doi.org/10.46510/jami.v5i1.285

Liew, J., Erbeli, F., Nyanamba, J. M., & Li, D. (2020). Pathways to reading competence: Emotional self-regulation, literacy contexts, and embodied learning processes. Reading Psychology, 41(7), 633–659. https://doi.org/10.1080/02702711.2020.1783145

Mora, P. A. F., & Coyle, Y. (2023). Storytelling in EFL primary education: Defining a sociocritical and participatory model with pre-service teachers. Thinking Skills and Creativity, 49, 101360. https://doi.org/10.1016/j.tsc.2023.101360

Nursa’adah et al. (2024). Pengaruh Metode Gamifikasi Terhadap Kemampuan Komunikasi Dan Berpikir Kritis Siswa Kelas Iv Dalam Pembelajaran Bahasa Indonesia. Jurnal Sultra Elementary School, 5(2), 983–993.

Oktavia, M. (2025). Peran Guru Kelas dalam Mengatasi Hambatan Keterampilan Membaca pada Siswa Kelas II di SD Negeri 58 Kaur. UIN Fatmawati Sukarno Bengkulu.

Puspitasari, H. R., Widiarti, N., & Subali, B. (2025). Digital Storytelling For Enjoyable and Effective Learning in the Technological Era (2020–2025). Pedagogia: Jurnal Pendidikan, 14(2), 161–173. https://doi.org/10.21070/pedagogia.v14i2.1905

Putri, W., Aisah, S., & Sari, S. N. (2025). Pendampingan Guru SDI Ibnu Miskawaih dalam Pemanfaatan Storybird: Media Digital Storytelling untuk Menumbuhkan Minat Baca Siswa melalui Cerita Bergambar Interaktif. BERDAYA: Jurnal Pendidikan Dan Pengabdian Kepada Masyarakat, 7(3), 421–434.

Rahmawati & Muthi. (2025). Penerapan Strategi Pembelajaran Inovatif pada Mata Pembelajaran Bahasa Indonesia untuk Meningkatkan Literasi Siswa SD Kelas 1. Jurnal Ilmu Pendidikan Dan Matematika, 2(3), 260–271. https://doi.org/10.62383/katalis.v2i3.2149

Rahmawati, N., Degeng, I., Praherdhiono, H., Degeng, M. D. K., & Prasetyo, A. R. (2025). Storytelling Ability Using Digital Books Based on Universal Design for Learning. International Journal of Early Childhood Learning, 32(1). https://doi.org/10.18848/2327-7939/CGP/v32i01/121-144

Schönpflug, U. (2023). Higher order cognitive skills in text comprehension BT - Multilingual text comprehension: Cognitive, developmental, and educational aspects (pp. 121–155). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-43341-2_5

Septiana, N., & Fadhilah, M. N. (2024). Pemanfaatan Gamifikasi dalam Ekopedagogi untuk Meningkatkan Keterampilan Membaca dan Menulis Anak. GHANCARAN: Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 239–253.https://doi.org/10.19105/ghancaran.vi.17198

Shafiee Rad, H., & Roohani, A. (2024). Fostering L2 learners’ pronunciation and motivation via affordances of artificial intelligence. Computers in the Schools. https://doi.org/10.1080/07380569.2024.2330427

Sharma, Y., Suri, A., Sijariya, R., & Jindal, L. (2025). Role of education 4.0 in innovative curriculum practices and digital literacy–A bibliometric approach. E-Learning and Digital Media, 22(1), 1–32.https://doi.org/10.1177/20427530231221073

Siemens, G., & Long, P. (2011). Penetrating the fog: Analytics in learning and education. EDUCAUSE Review, 46(5), 30–40.

Silvester et al. (2024). Melangkah ke Era Digital: Kompetensi Guru Sekolah Dasar dalam Pembelajaran Berbasis Teknologi. Mega Press Nusantara.

Thiagarajan. (1974). Instructional Development for Training Teachers of Exceptional Children: A Sourcebook. Indiana Univ., Bloomington.

Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard University Press.

Wahyu, A., Smaragdina, A. A., Akbar, I. P. F., Nasmansyah, W., Sari, A. Y., Fauziah, N., & Wardhani, E. R. (2024). Pemanfaatan Augmented Reality (AR) Dalam Pengembangan E-Modul Gamifikasi Berbasis Problem Based Learing untuk Meningkatkan Motivasi Belajar. Jurnal Riset Dan Inovasi Pembelajaran, 4(3), 1975–1988. https://doi.org/10.51574/jrip.v4i3.2213


Keywords  :  
Keywords: Reading Literacy, Interactive Storytelling, Artificial Intelligence , Gamification, Elementary School literasi membaca, storytelling interaktif, pemanfaatan artificial intelligence, Gamifikasi, SD
Galleys  :  
Published  :  
2025-12-02
How to Cite  :  
Meirisa, S., & Yulianti, A. (2025). PENGEMBANGAN MODEL PEMBELAJARAN MEMBACA BERBASIS STORYTELLING INTERAKTIF TERINTEGRASI AI DAN GAMIFIKASI UNTUK MENINGKATKAN LITERASI SISWA SD. Jurnal Muara Pendidikan, 10(2), 495–507. https://doi.org/10.52060/mp.v10i2.3701
Issue  :