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Industrial revolution 4.0 has transformed today's classroom. The demands of implementing innovative teaching media are needed. This research aims at increasing students' reading comprehension through gamification based on Balinese local stories. We implement Quasi-experimental research with one group pre-test post-test design in this research. The sample was 31 fifth grade students of elementary school 5 Kampung Baru in academic year 2019/2020. Two instruments were implemented in this study, that is, treatment instrument and pretest posttest instrument. The treatment instrument was gamification based on Balinese local stories, while the pretest and posttest instrument were in the form of objective questions for reading comprehension. The result showed that gamification based on Balinese local stories was able to increase students' reading comprehension. Gamification based on Balinese local stories as teaching media are suggested to be used as teaching media in teaching reading comprehension.
Nitiasih et al. (Fri,) studied this question.