[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"ssr-repo-dspace000002637":3},{"id":4,"title":5,"authors":6,"files":8,"advisors":35,"authors_detail":36,"advisors_detail":40,"publisher":41,"publish_place":42,"language":43,"type":44,"type_slug":45,"year":46,"department":47,"study_program":48,"keywords":49,"keywords_detail":56,"abstract":69,"abstract_html":70,"url":71},"repo-dspace000002637","Developing a Gamified Learning Website for Interactive English Reading Materials Using Javanese Folklores at SMPN 1 Wagir Malang",[7],"Fina Salama Qowlam Hareny",[9,13,16,19,23,26,29,32],{"chapter":10,"requires_login":11,"label":12,"available":11},"abstrak",false,"Abstrak",{"chapter":14,"requires_login":11,"label":15,"available":11},"bab1","Bab I",{"chapter":17,"requires_login":11,"label":18,"available":11},"bab2","Bab II",{"chapter":20,"requires_login":21,"label":22,"available":11},"bab3",true,"Bab III",{"chapter":24,"requires_login":21,"label":25,"available":11},"bab4","Bab IV",{"chapter":27,"requires_login":21,"label":28,"available":11},"bab5","Bab V",{"chapter":30,"requires_login":21,"label":31,"available":11},"full","Dokumen Lengkap",{"chapter":33,"requires_login":11,"label":34,"available":21},"open","Akses Terbuka",[],[37],{"name":7,"nim":38,"slug":39},"2141720164","fina-salama-qowlam-hareny",[],"Politeknik Negeri Malang","Malang","Inggris","Skripsi (D4)","skripsi-d4",2025,"D-IV TEKNIK INFORMATIKA",null,[50,51,52,53,54,55],"English Reading","EUCS","Gamification","Javanese Folktales","Learning Platform","SMPN 1 Wagir",[57,59,61,63,65,67],{"name":50,"slug":58},"english-reading",{"name":51,"slug":60},"eucs",{"name":52,"slug":62},"gamification",{"name":53,"slug":64},"javanese-folktales",{"name":54,"slug":66},"learning-platform",{"name":55,"slug":68},"smpn-1-wagir","To support English reading activities for eighth-grade students at SMPN 1 Wagir, Malang, this study intends to create a web-based learning platform that incorporates gamification and Javanese folktales. The lack of interactive digital learning resources in English classes, students' low motivation, and limited vocabulary form the background for this study. The development method follows the Waterfall model, including requirements analysis, design, implementation, testing, and maintenance. Gamification features, including points, badges, leaderboards, avatars, and interactive storytelling, were implemented to enhance student engagement and provide a more enjoyable and culturally relevant learning experience. The system was tested using the End-User Computing Satisfaction (EUCS) model with 32 student participants. Reliability testing revealed that all dimensions had Cronbach’s Alpha values of ≥ 0.7, with the format dimension achieving the highest reliability (α = 0.906). Descriptive results indicated high user satisfaction across all dimensions, with the highest mean score in the format dimension (4.63) and the lowest in accuracy (4.38). These findings indicate that the developed platform effectively addresses challenges in English reading instruction by providing an accessible, engaging, and enhanced learning tool.","\u003Cp>To support English reading activities for eighth-grade students at SMPN 1 Wagir, Malang, this study intends to create a web-based learning platform that incorporates gamification and Javanese folktales. The lack of interactive digital learning resources in English classes, students&#039; low motivation, and limited vocabulary form the background for this study. The development method follows the Waterfall model, including requirements analysis, design, implementation, testing, and maintenance. Gamification features, including points, badges, leaderboards, avatars, and interactive storytelling, were implemented to enhance student engagement and provide a more enjoyable and culturally relevant learning experience. The system was tested using the End-User Computing Satisfaction (EUCS) model with 32 student participants. Reliability testing revealed that all dimensions had Cronbach’s Alpha values of ≥ 0.7, with the format dimension achieving the highest reliability (α = 0.906). Descriptive results indicated high user satisfaction across all dimensions, with the highest mean score in the format dimension (4.63) and the lowest in accuracy (4.38). These findings indicate that the developed platform effectively addresses challenges in English reading instruction by providing an accessible, engaging, and enhanced learning tool.\u003C\u002Fp>","https:\u002F\u002Frepository.polinema.ac.id\u002Fcollection\u002Fdetail?id=dspace000002637&year=2025&title=developing-a-gamified-learning-website-for-interactive-english-reading-materials-using-javanese-folklores-at-smpn-1-wagir-malang"]