Enhancing Beginning Reading and Writing Skills through Educational Multimedia Games and Direct Instruction

Authors

  • Tri Linda Darwati Universitas Negeri Surabaya, Indonesia
  • Bachtiar S Bachri Universitas Negeri Surabaya, Indonesia
  • Utari Dewi Universitas Negeri Surabaya, Indonesia

DOI:

https://doi.org/10.54518/rh.6.3.2026.1434

Keywords:

Beginning Reading, Beginning Writing Skills, Direct Instruction, Educational Multimedia Games

Abstract

Early reading and writing skills are fundamental competencies that support children’s subsequent academic achievement. However, conventional instructional approaches often fail to provide engaging learning experiences that effectively stimulate young learners’ literacy development. This study aimed to examine the effect of integrating educational multimedia games with the direct instruction learning model on the early reading and writing skills of first-grade students. A quantitative approach employing a quasi-experimental design with a non-equivalent control group was adopted. The participants consisted of first-grade students assigned to experimental and control groups. Data were collected through pre-tests, post-tests, classroom observations, and documentation, and analyzed using descriptive statistics, the Shapiro-Wilk normality test, Levene’s homogeneity test, an independent samples t-test, and N-Gain analysis. The findings revealed that the experimental group achieved significantly higher post-test scores than the control group (84.30 vs. 69.80), with a statistically significant difference (p < 0.05). The experimental group also demonstrated a higher N-Gain score (0.61, moderate category) and greater classroom engagement. These findings indicate that integrating educational multimedia games with the direct instruction model effectively enhances early reading and writing skills by creating a more interactive, engaging, and meaningful learning environment for elementary school students.

Downloads

Download data is not yet available.

References

Abidin, Y. (2019). Pembelajaran literasi: Strategi meningkatkan kemampuan literasi matematika, sains, membaca, dan menulis. Jakarta: Bumi Aksara.

Adila, S., & Rodiyah, I. (2024). Memajukan pendidikan melalui program digitalisasi yang efektif di Indonesia. Indonesian Journal of Public Administration Review, 1(3), 1-16. https://doi.org/10.47134/par.v1i3.2524.

Afifah, R. N., Rosidin, O., & Yuliana, R. (2022). Media Read & Play berbasis game edukasi untuk menumbuhkan minat baca di kelas 2 SD. Jurnal Penelitian & Artikel Pendidikan, 14(2), 157–174. https://doi.org/10.31603/edukasi.v14i2.8069.

Aini, M. N., Khasanah, L. A. I. U., & Mudayan, A. (2024). Pengembangan media game edukasi wordwall sebagai media pembelajaran bahasa Indonesia siswa sekolah dasar. Jurnal Studi Guru dan Pembelajaran, 7(2), 780-789. https://doi.org/10.30605/jsgp.7.2.2024.4144.

Azzahra, R. F., Nugraha, E., & Mansur, M. (2021). Pengembangan media Upinca (Ular Pintar Ceria) untuk meningkatkan kemampuan calistung siswa. Primary: Jurnal Keilmuan dan Kependidikan Dasar, 13(2), 151–166. https://doi.org/10.32678/primary.v13i2.5219.

Azzahrah, A. A., & Rustini, T. (2023). Upaya meningkatkan kemampuan membaca dan menulis melalui media pembelajaran interaktif digital melalui aplikasi Gemar (Game Membaca Lancar) pada peserta didik kelas 2 SDN Cinunuk 01. Journal on Education, 6(1), 1806–1811. https://doi.org/10.31004/joe.v6i1.3159.

Dalman. (2014). Keterampilan membaca. Jakarta: Raja Grafindo Persada.

Degeng, I. N. S. (2013). Ilmu pembelajaran: Klasifikasi variabel untuk mengembangkan teori dan pengetahuan. Bandung: Aras Media.

Eggen, P., & Kauchak, D. (2012). Strategi dan model pembelajaran. Jakarta: Indeks.

Huda, M. (2014). Model-model pengajaran dan pembelajaran. Yogyakarta: Pustaka Belajar.

Jannah, R., Sayidiman, S., & Hartoto, H. (2023). Pengembangan permainan Tic Tac Toe untuk meningkatkan kemampuan literasi siswa kelas 2 SD Negeri 1 Lembang Cina Kabupaten Bantaeng. INDONESIA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia, 4(1), 1–7. https://doi.org/10.59562/indonesia.v4i3.46731.

Lubis, K. N., Sari, N., & Gusmaneli, G. (2024). Konsep dasar strategi pembelajaran langsung (direct instruction). Guruku: Jurnal Pendidikan dan Sosial Humaniora, 2(2), 60-70. https://doi.org/10.59061/guruku.v2i2.638.

Ma’sum, A. I., Machsunah, Y. C., & Youhanita, E. (2025). Pengaruh pemanfaatan media pembelajaran video artificial intelligence terhadap motivasi belajar siswa kelas vii mata pelajaran ppkn materi sejarah kelahiran Pancasila di SMPN 2 Lamongan tahun 2024/2025. Edu Research, 6(1), 1824-1834. https://doi.org/10.47827/jer.v6i1.711.

Mahdalena, R., Sujarwanto, S., & Budayasa, I. K. (2022). Pengembangan media permainan edukatif tebak gambar berbasis android untuk meningkatkan kemampuan membaca kata siswa tunarungu. GRAB KIDS: Journal of Special Education Need, 2(2), 76-85. https://doi.org/10.26740/gkjsen.v2i2.19082.

Männistö, M., Mikkonen, K., Vuopala, E., Kuivila, H.-M., Virtanen, M., Kyngäs, H., & Kääriäinen, M. (2019). Effects of a digital educational intervention on collaborative learning in nursing education: A quasi-experimental study. Nordic Journal of Nursing Research, 39(4), 191–200. https://doi.org/10.1177/2057158519861041.

Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge: Cambridge University Press.

Mulyani, E. (2025). Teaching agility in inclusive education: A phenomenological study of assistant teachers in Indonesia. Research Horizon, 5(6), 2899-2908. https://doi.org/10.54518/rh.5.6.2025.976.

Nadzifa, S., Fadlilah, D., & Putriana, R. (2025). Studi literatur: Pembelajaran bahasa Indonesia melalui permainan edukatif di kelas rendah SD. Paedagogie, 20(2), 145–152. https://doi.org/10.31603/paedagogie.v20i2.14752.

Nugroho, D. A., Najah, D. K., Labibah, A. A., & Salsabila, S. (2025). Multimedia interaktif berbasis games edukatif guna mengembangkan kecerdasan visual spasial anak usia dini di RA Muslimat NU Rowolaku. Journal Ashil: Jurnal Pendidikan Anak Usia Dini, 5(1), 1-20. https://doi.org/10.33367/piaud.v5i1.6306.

Nurhayatin, T., Fauziyyah, D., Hidayati, P., Budiarti, A., & Jamaludin, M. (2023). Enhancing public speaking skills through a collaborative learning approach with performance assessment. Research Horizon, 3(5), 575-584. https://doi.org/10.54518/rh.3.5.2023.175.

Ramadhan, D. N., Hermawan, H. D., & Septiyanti, N. D. (2023). Implementasi dan pengembangan media pembelajaran game calistung untuk meningkatkan literasi dan numerasi di SDN 04 Kemuning. Jurnal Ilmiah Kampus Mengajar, 3, 13–25. https://doi.org/10.56972/jikm.v3i1.81.

Rendini, N. N. M., Latri, L., & Patta, R. (2024). Development of interactive multimedia reading based on educational games for elementary school students in Makassar City. Pinisi Journal of Education, 4(6), 253-267.

Setiarini, N. P. D., Margunayasa, I. G., & Rati, N. W. (2024). Media game edukasi membaca permulaan untuk meningkatkan motivasi belajar pada siswa kelas I sekolah dasar. Journal of Education Action Research, 8(3), 435-443. https://doi.org/10.23887/jear.v8i3.78594.

Siswoyo, A. A., Wijaya, B. R., & Nizar, R. C. (2023). Multimedia interaktif game edukasi terintegrasi kearifan lokal madura untuk menanamkan literasi budaya siswa sekolah dasar. Edukatif: Jurnal Ilmu, 5(6), 2879-2888.

Susanto, A. (2022). Teori belajar dan pembelajaran di sekolah dasar. Bogor: Kencana.

Tarigan, H. G. (2015). Membaca sebagai suatu keterampilan berbahasa. Bandung: Angkasa.

Thalib, A., Trisnawati, E., & Rosnadi. (2024). Pengaruh penggunaan media video pembelajaran terhadap motivasi belajar IPA. COLLASE (Creative of Learning Students Elementary Education), 7(1), 36–41. https://doi.org/10.22460/collase.v7i1.21968.

Wangi, N. B. S., Machsunah, Y. C., & Hasbullah, M. A. (2022). Model pembelajaran (Vol. 1). Lamongan: Academia Publication.

Wardana, I. D. M. O. (2021). Penerapan metode demonstrasi berbantuan video pembelajaran untuk meningkatkan prestasi belajar permainan bola voli pada siswa di SMP Negeri 1 Selemadeg. Suluh Pendidikan, 19(2), 193–204. https://doi.org/10.46444/suluh-pendidikan.v19i2.359.

Widodo, P. (2021). Peningkatan keterampilan menulis huruf kapital melalui media game edukasi Kahoot pada pembelajaran Bahasa Indonesia kelas 2 di SDN Kedungrejo 02 Kecamatan Pilangkenceng. Kalam Cendekia: Jurnal Ilmiah Kependidikan, 9(1), 294–299. https://doi.org/10.20961/jkc.v9i1.53829.

Downloads

Published

2026-06-25

How to Cite

Darwati, T. L., Bachri, B. S., & Dewi, U. (2026). Enhancing Beginning Reading and Writing Skills through Educational Multimedia Games and Direct Instruction. Research Horizon, 6(3), 1585–1596. https://doi.org/10.54518/rh.6.3.2026.1434

Similar Articles

<< < 5 6 7 8 9 10 11 12 13 > >> 

You may also start an advanced similarity search for this article.