From Reading to Writing: The Effect of a Gamified Mini-Story Application on Elementary Students’ Writing Skills

Authors

  • Barokah Widuroyekti Universitas Terbuka Jakarta, Indonesia Indonesia Flag Indonesia Author
  • Hadiqotul Luluk Universitas Terbuka Jakarta, Indonesia Indonesia Flag Indonesia Author
  • Arifin Nur Budiono Universitas Islam Jember Indonesia Flag Indonesia Author
  • Yurike Kinanthy Karamoy Universitas Islam Jember Indonesia Flag Indonesia Author

DOI:

https://doi.org/10.53515/alqodiri.v24i2.256

Keywords:

Elementary Students, Gamification, Mini-Story Writing, Reading-to-Writing, Writing Skills

Abstract

Elementary students often find it difficult to transform ideas gained from reading into coherent written stories. This study examined the effectiveness of the gamified Baca dan Tulis Cerita Mini application in supporting third-grade students’ mini-story writing skills and described its classroom implementation. A quantitative quasi-experimental study was conducted using a pretest–posttest non-equivalent control group design with 56 students from MIMA KH. 01 KH. Shiddiq, Jember, Indonesia. Twenty-eight students participated in the experimental group and learned through the gamified application, while 28 students in the control group received conventional instruction. Students’ writing was assessed using an analytic rubric covering content relevance, story structure, coherence, vocabulary, sentence accuracy, and creativity. Data were analysed using descriptive statistics, the Shapiro–Wilk normality test, Levene’s test, paired-samples t-test, and independent-samples t-test. The experimental group’s mean writing score increased from 72.11 to 95.11, whereas the control group improved from 71.14 to 76.46. The within-group analysis showed significant improvement in the experimental group, t(27) = −30.858, p < .001, while the posttest comparison also indicated a significant difference between groups, t(54) = 29.612, p < .001. Classroom observations indicated that students generally followed the application sequence after initial guidance and remained involved in the learning activities. The findings suggest that integrating model reading, guided activities, and gamified progression can support elementary students in developing more structured, coherent, and creative mini-stories.

References

Alemi, M., Givi, S. S., & Rezanejad, A. (2022). The role of digital storytelling in EFL students’ writing skill and motivation. Language Teaching Research Quarterly, 32, 16–35.

Al-Khresheh, M. H. (2024). Bridging technology and pedagogy from a global lens: Teachers’ perspectives on integrating ChatGPT in English language teaching. Computers and Education: Artificial Intelligence, 6, 100218. https://doi.org/10.1016/j.caeai.2024.100218

Almufareh, M. (2021). The impact of gamification and individual differences on second language learning among first-year female university students in Saudi Arabia. Simulation & Gaming, 52(6), 715–734. https://doi.org/10.1177/10468781211056511

Althobaiti, S., Rushton, A., Aldahas, A., Falla, D., & Heneghan, N. R. (2022). Practicable performance-based outcome measures of trunk muscle strength and their measurement properties: A systematic review and narrative synthesis. PLOS ONE, 17(6), e0270101. https://doi.org/10.1371/journal.pone.0270101

Bakhtiari Moghadam, Z., Narafshan, M. H., & Tajadini, M. (2023). The effect of implementing a critical thinking intervention program on English language learners’ critical thinking, reading comprehension, and classroom climate. Asian-Pacific Journal of Second and Foreign Language Education, 8(1), 15. https://doi.org/10.1186/s40862-023-00188-3

Camacho, A., Alves, R. A., & Boscolo, P. (2021). Writing motivation in school: A systematic review of empirical research in the early twenty-first century. Educational Psychology Review, 33(1), 213–247. https://doi.org/10.1007/s10648-020-09530-4

Chen, C., & Wang, Y.-Y. (2025). How gamification goes wrong: Understanding the maladaptive goal orientation in gamified learning systems. Internet Research, 36(2), 572–594. https://doi.org/10.1108/INTR-07-2024-1111

Christensen, I. (2024). Understanding tradeoffs in the institutional design and leadership of collaborative governance. Public Performance & Management Review, 47(2), 263–290. https://doi.org/10.1080/15309576.2023.2283583

Dahlström, H. (2022). Students as digital multimodal text designers: A study of resources, affordances, and experiences. British Journal of Educational Technology, 53(2), 391–407. https://doi.org/10.1111/bjet.13171

Gadke, D. L., Kratochwill, T. R., & Gettinger, M. (2021). Incorporating feasibility protocols in intervention research. Journal of School Psychology, 84, 1–18. https://doi.org/10.1016/j.jsp.2020.11.004

Ghafouri, M., Hassaskhah, J., & Mahdavi-Zafarghandi, A. (2024). From virtual assistant to writing mentor: Exploring the impact of a ChatGPT-based writing instruction protocol on EFL teachers’ self-efficacy and learners’ writing skill. Language Teaching Research. https://doi.org/10.1177/13621688241239764

Graham, S., Collins, A. A., & Ciullo, S. (2024). Evidence-based recommendations for teaching writing. Education 3-13, 52(7), 979–992. https://doi.org/10.1080/03004279.2024.2357893

Gyedu, F. O., Partey, P. A., Boafo, F. A., & Agbo, D. D. (2026). Gamification effect: Enhancing student learning outcomes in higher education: A meta-analysis and policy implications. SAGE Open, 16(1), 21582440261421375. https://doi.org/10.1177/21582440261421375

Jackson, L. C., O’Mara, J., Moss, J., & Jackson, A. C. (2022). Analysing digital educational games with the Games as Action, Games as Text framework. Computers & Education, 183, 104500. https://doi.org/10.1016/j.compedu.2022.104500

Jusslin, S., & Höglund, H. (2021). Entanglements of dance/poetry: Creative dance in students’ poetry reading and writing. Research in Dance Education, 22(3), 250–268. https://doi.org/10.1080/14647893.2020.1789088

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in science education: A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Kim, Y.-S. G., & Zagata, E. (2024). Enhancing reading and writing skills through systematically integrated instruction. The Reading Teacher, 77(6), 787–799. https://doi.org/10.1002/trtr.2307

Kiryakova, G. (2022). Engaging learning content for digital learners. TEM Journal, 11(4), 1958–1964.

Kuswandi, D., & Fadhli, M. (2022). The effects of gamification method and cognitive style on children’s early reading ability. Cogent Education, 9(1), 2145809. https://doi.org/10.1080/2331186X.2022.2145809

Li, M., & Wilson, J. (2025). AI-integrated scaffolding to enhance agency and creativity in K-12 English language learners: A systematic review. Information, 16(7), 519. https://doi.org/10.3390/info16070519

Liman Kaban, A., & Karadeniz, S. (2021). Children’s reading comprehension and motivation on screen versus on paper. SAGE Open, 11(1), 2158244020988849. https://doi.org/10.1177/2158244020988849

Mergen, M., Graf, N., & Meyerheim, M. (2024). Reviewing the current state of virtual reality integration in medical education—A scoping review. BMC Medical Education, 24(1), 788. https://doi.org/10.1186/s12909-024-05777-5

Nash, B. L., & Brady, R. B. (2022). Video games in the secondary English language arts classroom: A state-of-the-art review of the literature. Reading Research Quarterly, 57(3), 957–981. https://doi.org/10.1002/rrq.454

Ruiz-Rojas, L. I., Acosta-Vargas, P., De-Moreta-Llovet, J., & Gonzalez-Rodriguez, M. (2023). Empowering education with generative artificial intelligence tools: Approach with an instructional design matrix. Sustainability, 15(15), 11524. https://doi.org/10.3390/su151511524

Simpson, A., & Cremin, T. M. (2022). Responsible reading: Children’s literature and social justice. Education Sciences, 12(4), 264. https://doi.org/10.3390/educsci12040264

Suartama, I. K., Yasa, I. N., & Triwahyuni, E. (2024). Instructional design models for pervasive learning environment: Bridging formal and informal learning in collaborative social learning. Education Sciences, 14(12), 1405. https://doi.org/10.3390/educsci14121405

Sulis, G. (2022). Engagement in the foreign language classroom: Micro and macro perspectives. System, 110, 102902. https://doi.org/10.1016/j.system.2022.102902

Thompson, J., & Childers, G. (2021). The impact of learning to code on elementary students’ writing skills. Computers & Education, 175, 104336. https://doi.org/10.1016/j.compedu.2021.104336

Veddayana, C., Suyitno, I., Widyartono, D., & Aldresti, F. (2025). Systematic review: How technology supports collaborative writing learning in higher education. Electronic Journal of E-Learning, 23(3), 64–78.

Wang, H., & Troia, G. A. (2023). How students’ writing motivation, teachers’ personal and professional attributes, and writing instruction impact student writing achievement: A two-level hierarchical linear modeling study. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1213929

Zeybek, N., & Saygı, E. (2024). Gamification in education: Why, where, when, and how?—A systematic review. Games and Culture, 19(2), 237–264. https://doi.org/10.1177/15554120231158625

Zhou, S. (2024). Gamifying language education: The impact of digital game-based learning on Chinese EFL learners. Humanities and Social Sciences Communications, 11(1), 1518. https://doi.org/10.1057/s41599-024-04073-3

Downloads

Published

2026-08-10