Peran Literasi Membaca dalam Meningkatkan Prestasi Belajar Ilmu Pengetahuan Sosial Siswa SMP Negeri di Jakarta Timur
Abstract
keberhasilan belajar siswa, terutama pada mata pelajaran Ilmu Pengetahuan Sosial (IPS) yang banyak
memanfaatkan teks informasional. Penelitian ini bertujuan untuk mengidentifikasi pengaruh literasi
membaca terhadap prestasi belajar IPS siswa SMP Negeri di Jakarta Timur. Pendekatan kuantitatif dengan
desain survei digunakan dalam penelitian ini, dengan jumlah responden sebanyak 60 siswa dari tiga sekolah
negeri. Instrumen penelitian terdiri atas kuesioner literasi membaca dan dokumentasi nilai prestasi IPS. Data
dianalisis menggunakan regresi sederhana untuk menguji hubungan antara kedua variabel. Hasil penelitian
menunjukkan adanya pengaruh signifikan literasi membaca terhadap prestasi IPS dengan nilai signifikansi
0,000 (p < 0,05) dan t hitung sebesar 8,062. Temuan ini menegaskan bahwa siswa dengan literasi membaca
tinggi cenderung mencapai prestasi akademik yang lebih baik. Implikasi penelitian ini mendorong sekolah
untuk memperkuat program literasi membaca melalui strategi pembelajaran inovatif, seperti gamifikasi,
microlearning, dan pendekatan diferensiasi, agar siswa mampu mengembangkan kemampuan membaca
sekaligus meningkatkan capaian akademik pada mata pelajaran IPS.
Kata kunci: literasi, membaca, prestasi belajar, ilmu pengetahuan sosial, siswa SMP
Full Text:
PDFReferences
Abid, N., Shakeel, H., Shafique, A., Saeed, M., & Ramzan, A. (2023). Relationships Among Students’ Reading Habits, Study Skills, and Academic Achievement in English. Frontiers in Psychology, 14, 1020269. https://doi.org/10.3389/fpsyg.2023.1020269
Alnuaim, A., Alghamdi, A., Alotaibi, M., & Alqahtani, A. (2024). The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course. JMIR Serious Games, 12(1), e52017. https://doi.org/10.2196/52017
Baah, P. K., Govender, D., & Subramaniam, S. (2024). Effects Of Gamification on Students’ Motivation and Cognitive Load in Learning Environments. Education Sciences, 14(10), 1115. https://doi.org/10.3390/educsci14101115
Blaabæk, E. H. (2020). Reading habits and academic achievement: Evidence from a Longitudinal Study. Research in Social Stratification and Mobility, 67, 100491. https://doi.org/10.1016/j.rssm.2020.100491
Dinihari, Y. (2025). Kajian Kritis Tentang Gamifikasi sebagai Strategi Penguatan Literasi di Era Digital. Diskusi Panel Nasional Pendidikan Matematika, 11, 1–12. Dinihari, Y., Rafli, Z., & Boeriswati, E. (2024). Literasi dan Gamifikasi Pedagogi. Indramayu:Penerbit Adab.
Dinihari, Y., Rafli, Z., & Boeriswati, E. (2025). Inovasi Bahan Ajar Literasi: Pendekatan Gamifikasi dan Pedagogi Modern. Jawa Barat: EDUPEDIA Publisher. Dinihari, Y., Solihatun, S., Wiyanti, E., & Nazelliana, D. (2025). Penguatan Literasi Digital Guru untuk Pencegahan Perundungan di Pondok Pesantren. Jurnal PkM (Pengabdian kepada Masyarakat), 8(1), 19–31. https://doi.org/10.32832/pkm.v8i1.1520
Dinihari, Y., Wiyanti, E., Nazelliana, D., Karyati, Z., Lutfi, L., & Handayani, W. (2025). Discourse Analysis of Digital Hoaxes as a Critical Literacy Strategy in Indonesian Language Education. KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya, 11(1), 45–60. https://doi.org/10.22219/kembara.v11i1.19604
Gedik, S. (2022). Reading Fluency and Comprehension as Predictors of Academic Achievement. Journal of Education and Learning, 11(1), 105–116. https://files.eric.ed.gov/fulltext/EJ1332254.pdf
Guthrie, J. T., & Wigfield, A. (2020). Engagement and Motivation in Reading. Routledge. https://doi.org/10.4324/9780429443208
Li, M., Wang, Y., Chen, X., & Zhang, L. (2023). Examining the Effectiveness of Gamification As a Tool for Promoting Teaching and Learning: A Meta-Analysis. Education and Information Technologies, 28, 12045–12067. https://doi.org/10.1007/s10639-023-12045-7
Matyakhan, M., Tarasenkova, N., & Kramarenko, I. (2024). Gamification in Reading Instruction: Effects on Student Motivation and Comprehension. Journal of Language and Education, 10(3), 45–59. https://files.eric.ed.gov/fulltext/EJ1415575.pdf
Meng, Y., Yang, X., & Li, J. (2024). Gamification and Student Engagement in online Learning Environments. Smart Learning Environments, 11(1), 36. https://doi.org/10.1186/s40561-024-00336-3
Mihret, G., & Joshi, J. (2025). The Relationship Between Students’ Reading Skill and Academic Achievement: a Comprehensive Investigation. International Journal of Research Publication and Reviews, 6(2), 2171–2181.
OECD. (2022). PISA 2022 results: Reading, Mathematics and Science. OECD Publishing. https://doi.org/10.1787/19963777
Smiderle, R., Rigo, S. J., Marques, L. B., Oliveira, E. H. T., & Jaques, P. A. (2020). The Impact of Gamification on Students’ Learning, Engagement and Behavior Based on Their Personality traits. Smart Learning Environments, 7(3). https://doi.org/10.1186/s40561-019-0098-x
Wang, X., Zhao, Y., & Chen, H. (2024). Enhancing Reading Instruction through Gamification. Journal of Information Technology Education: Research, 23, 495–514. https://doi.org/10.28945/12345
Zeng, J., Li, Y., & Wang, F. (2024). Exploring the Impact of Gamification on Students’ Academic Performance: A Meta-Analysis. British Journal of Educational Technology, 55(4), 1257–1276. https://doi.org/10.1111/bjet.13471
DOI: https://doi.org/10.61689/waspada.v13i2.796
DOI (PDF): https://doi.org/10.61689/waspada.v13i2.796.g610
Article Metrics
Abstract view : 0 timesPDF - 0 times
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution 4.0 International License.