Publication Search

80,083 articles from 753 journals · 2,111 citations tracked

Showing 21-40 of 77

Analytics

Devita Devita; Joni Saputra; Fernando Dorothius Pongoh

Anugerah : Jurnal Pendidikan Kristiani dan Kateketik Katolik 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study explores the effectiveness of using Wordwall as a learning medium to enhance students’ motivation in Christian Religious Education at SMAN 5 Palangka Raya. Employing a quasi-experimental approach with a pretest-posttest design, the research involved 66 tenth-grade students divided into two groups: the experimental group using Wordwall and the control group using PowerPoint. Data were collected through a motivation questionnaire, and statistical analysis was conducted using t-tests with SPSS version 27. The findings revealed a significant increase in motivation within the experimental group, with average scores rising from 93.73 to 122.39 (p < 0.05). In contrast, the control group showed only a modest increase from 86.76 to 91.70. The mean difference of 20.697 between the two groups underscores the superior effectiveness of Wordwall in fostering student engagement and learning enthusiasm.

Najma Ulya; Siti Ehda Suhailah; Vera Juliani Putri; Rena Revita

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.

Dimas Fathur Rahman; Roso Sugiyanto; Ichyatul Afrom

Kajian ilmu Hukum, Sosial dan Administrasi Negara 2025 Lembaga Pengembangan Kinerja Dosen

Learning media has an important role in supporting the achievement of maximum learning objectives. When viewed from the way students learn, we know that in one class students have different ways of learning, some learn quickly using audio, visual, and some see the form concretely. then this study aims to determine the effect of using wordwall learning media on student learning outcomes in IPAS class IV SD Negeri 10 Langkai Kota Palangka Raya. The method used in this research is experimental research method. The design used in this research is One-group Pretest-Posttest Design. Sampling in this study used saturated sampling technique (total sample) because the researcher used all members of the population as samples with a total of 17 respondents. Pre-Test and Post-Test are used to determine student learning outcomes in the form of questions with a form of content. Based on the results of the Paired Sample T-Test test, the sig.2-tailed result is 0.001, this value is greater than 0.05, so Ha is accepted and Ho is rejected. Meanwhile, when compared to the tcount value with the ttable, there is a tcount value of 16,000> 1,746 from the ttable value, so Ha is accepted and Ho is rejected. So it is concluded that there is a positive effect of the use of wordwall learning media on student learning outcomes in IPAS subjects on the material of natural appearances and their utilization in class IV SD Negeri 10 Langkai Kota Palangka Raya.

Galih Maulana Hendrawan; Dien Nurmarina Malik Fadjar

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This paper aims to evaluate the effectiveness of using the Wordwall application in learning Indonesian for elementary school students. Wordwall is a digital platform based on educational games that allows teachers to create interactive learning activities online and offline. The research method used is classroom action with two cycles, where each cycle includes the planning, implementation, and evaluation stages. The results of the study indicate that the use of Wordwall can increase student interest, motivation, and engagement during learning. This application helps teachers in delivering material in a fun way, and is able to encourage active student participation in the learning process. Thus, Wordwall is proven to be an effective and relevant learning media to be applied in teaching Indonesian at the elementary school level.

Puspita Zakiya Mumtaza; Ardi Ardi; Elvira Elvira; Muhyiatul Fadilah; Suci Fajrina

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to enhance students' learning activities and outcomes through the implementation of the Wordwall assisted Problem Based Learning (PBL) model in the Ecosystem topic for Phase E at SMA N 1 Nan Sabaris. The research was conducted at SMAN 1 Nan Sabaris in class X.E.5 during the even semester of the 2024/2025 academic year, with 36 students as subjects. This study is a classroom action research consisting of two cycles, each comprising two sessions. Each cycle follows four stages: planning, implementation, observation, and reflection, using the Wordwall-assisted Problem-Based Learning model. Data on students' learning activities and outcomes were collected based on observation sheets of learning activities and student learning outcome tests. The application of the Wordwall-assisted Problem-Based Learning (PBL) model proved effective in improving students' learning activities and outcomes in the Ecosystem topic. This success was demonstrated by increased participation and enthusiasm among students during the learning process. Learning outcomes improved by 45%. This increase indicates that the corrective measures taken, such as adding instructional videos and modifying Wordwall games, successfully enhanced students' understanding and mastery of the material.

Wati, Mirna; Meylia Hindarwati; Mardliana Zulfa Al Badry; Bagus Nurul Iman; Nurul Ariyanti +1 more

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

The learning interest of students at SDN Silih Asih 2 during learning varies greatly. However, based on the results of observations, most students are less active in participating in learning activities in class, especially in Mathematics. This problem occurs due to the lack of use of interesting and enjoyable learning media for students. This study aims to prove whether the application of Wordwall  educational game media can improve student learning activity in Mathematics in Class 1. The research conducted was Classroom Action Research (CAR) involving 20 students. Data collection included direct observation, interviews and questionnaires. The results of the study showed that the application of Wordwall  educational game-based learning media can improve student activity. This is evidenced by an increase in the average student activity of 55% from cycle I to cycle II. This increase shows that the application of Wordwall  educational game learning media is effective in improving student activity in learning mathematics in class 1 at SDN Silih Asih 2.

Wulandari Wulandari; Nanda Ramadani; Inri Ani Gultom; Nazwa Al Zahro; Rizki M Nadeak +2 more

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The English language learning process at SDN 064037 Medan Tembung faces challenges related to a lack of interactivity and optimal utilization of learning media, particularly in the topic My Family. This research aims to analyze the impact of implementing Wordwall media in enhancing student interactivity, understanding of the material, and learning motivation. This study employs a qualitative approach through methods of observation, interviews, and documentation involving 25 fourth-grade students at SDN 064037. The findings of this study indicate that the application of Wordwall in learning significantly improves student interactivity, material comprehension, and their motivation to learn. The interactive features of Wordwall encourage students to be more active during the learning process, positively influencing their learning outcomes. Based on these findings, it is recommended that teachers utilize more varied learning media, such as Wordwall, to enhance the quality of education in elementary schools.

Rifka Dian Irmayanti; Kurniawati Mutmainah; Yogi Ageng Sri Legowo; Pitaloka Dharma Ayu

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2025 Fakultas Teknik Universitas Maritim AMNI Semarang

This research has objective to examine the use of audiovisual media, specifically the term platform wall, to motivate students at Permai Guidance Studio, Kulim, Malaysia. The method used was a participatory approach where both teachers and students are actively involved in the learning process. actively in the learning process. The activity started with socialisation on the importance of using audiovisual learning aids, followed by with training for teachers to use WordWall in their classrooms. The results of this study show that using interactive learning through wordwall increases students' participation and enthusiasm compared with traditional learning methods. These findings suggest that the integration of technology into education has a positive effect on student motivation, reducing boredom and enhances the learning process.

Fitri Hasanah; Elsi Aulia; Esti Raihana

Jurnal Masyarakat Mengabdi Nusantara 2025 STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

The use of technology-based learning media is believed to increase effectiveness and attractiveness in the learning process. One of the potential media to be implemented is Wordwall, an interactive platform that provides various types of educational games to support learning. This activity aims to increase student motivation and cooperation through the application of Wordwall media in mathematics learning, especially in arithmetic function material at SMPN 1 Pekanbaru. The method used in this activity consists of two stages, namely the preparation stage and the learning stage. In the preparation stage, the team designs activities and prepares teaching materials. Furthermore, in the learning stage, Wordwall media is applied in the learning process, including through interactive quizzes that actively involve students. The results of the activity show that the use of Wordwall can increase student involvement in learning, as well as create a more interactive and enjoyable learning atmosphere. Thus, Wordwall media can be an effective alternative in increasing student motivation and learning outcomes.

Adenita Faradilla; Ribut Prastiwi Sriwijayanti; Ani Anjarwati; Ludfi Arya Wardana

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research is motivated by the low learning outcomes of Mathematics of class IV C students at SDN Sukabumi 2 Kota Probolinggo, especially in understanding the concept of multiplication. Difficulty in memorizing multiplication causes low motivation and student participation. This study aims to improve learning outcomes through educational game media Wordwall with the Teams Games Tournament (TGT) model. The method used is Classroom Action Research (CAR) in two cycles with qualitative and quantitative approaches. The subjects of the study consisted of 23 students. The results showed that in the pre-cycle with a class average of only 60.17%. After the implementation of the Wordwall TGT model, the completion rate increased to 72.82% in cycle I, although it was still below the target of 80%, due to lack of student discipline. In cycle II, the completion rate reached 83.56%, with increased student involvement and discipline in participating in learning. Thus, the implementation of Wordwall  with TGT has proven effective in improving the learning outcomes of class IV C students at SDN Sukabumi 2 Kota Probolinggo.

Upit Hofifah; Mislan Mislan

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

In the beginning, the Natural and Social Sciences (IPAS) Learning Activities in Grade III of Elementary School 116/X Lambur II used a learning model that was not varied, especially still using conventional learning models, so that the learning process in the classroom did not use technology at all. The lack of use of learning models that were less varied, coupled with learning media that only relied on books, made students feel bored and less interested in participating in learning. This research is a Classroom Action Research (CAR) which was carried out in two cycles consisting of planning, implementation, observation and reflection. The subjects in this study were Grade III students of Elementary School 116/X Lambur II. Data analysis techniques: data reduction, data presentation, and conclusions or verification, while data sources: resource persons, documentation, and teaching and learning processes. The results of this study indicate that there is an increase in students' creative thinking skills. Starting from the pre-cycle of learning activities that have not used the Game Based Learning model, student learning outcomes are only 5 out of 20 students who are said to have completed with a percentage of 20% with an average score of 49. Furthermore, from the results of the cycle I action, the minimum score has not been reached, so the study was continued in the cycle II action by making several improvements from the results of the cycle I reflection. From the results of the cycle II action, there was an increase where 18 out of 20 students were declared complete with a percentage of completion of 90% and obtained an overall average score of 85.

Imas Susilawati; Neng Lies Susilawaty; Elis Hasanah; Siti Ade Amiati; Rosyidatul Munawaroh +1 more

This research aims to develop a fun learning model based on interactive wordwall games on informative text reading material in class V of Bangbayang 2 Elementary School, Cianjur Regency. This type of research is development research (R&D) with the ADDIE model which consists of five steps: analysis, design, development, implementation and evaluation. The designed media is then validated by the validator using a validation sheet in the form of a questionnaire. Product validation consists of material and media experts. To practice product quality, this is done by filling out teacher and student response questionnaires. Then, the effectiveness test is carried out by giving evaluation questions to students. The results of media research obtained a validity level of 86% from the material aspect in the very valid category, 80% from the media aspect in the valid category. Thus, it can be concluded that the learning media in the form of interactive wordwall media using a fun learning model in Indonesian language learning in class V elementary school is declared practical, effective, and suitable for use in learning.

Sefti Ninis Ariska; Emawati Emawati

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Effective learning requires creative and interactive approaches to enhance students' understanding of the material. This study focuses on evaluating the use of Wordwall as a learning tool for short stories in grade 11 at SMA Islam Az-Zahrah Palembang. The main focus of learning includes the definition, characteristics, and types of short stories. Through the "Open Box" and "Random Card" features in Wordwall, students are actively engaged in answering questions presented interactively. 1  The research method involved the delivery of material, interactive quizzes, and evaluation through pre-tests and post-tests. The results showed that the use of Wordwall significantly increased students' interest, engagement, and understanding of short story material. Thus, Wordwall has proven to be an effective and innovative learning medium in improving the quality of learning in the digital age.

Luluk Kusfiah Nurvania

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2024 Lembaga Pengembangan Kinerja Dosen

Rapid technological developments require technology integration in learning. Developing science and technology from an early age is one of the best approaches in the context of education in the era of globalization. Informatics subjects have been implemented in the Indonesian curriculum to ensure students' ability to use technology. Interactive learning media plays an important role in strengthening students' understanding of complex concepts. Conventional learning paradigms can be changed to be more interesting, collaborative, and relevant if used in education. One interesting learning media is Wordwall, an application that offers various game features to increase students' interest and motivation to learn. In the context of informatics learning in junior high schools, the use of Wordwall can be an effective alternative to help students remember the components of a computer system. In order to support the use of Wordwall in learning, a literature study was conducted to understand more deeply about the use of this application and the factors that influence it. This study applies the literature study method by collecting and analyzing several related references in the last 5-10 years to present relevant and up-to-date information. By evaluating the results of previous studies, we can conclude that the use of Wordwall in education promises significant progress in student learning outcomes and motivation.

Riawati Riawati; Ayu Puspita Indah Sari

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2024 Lembaga Pengembangan Kinerja Dosen

This This community service activity was carried out as an effort by the Indonesian Language Education study program to increase student retention of the story material by utilizing interactive learning media based on Wordwall. This is because one of the factors that encourages student success in absorbing the knowledge delivered is the learning media used. Through this wordwall-based learning media, it is hoped that students will find it easier to remember and understand important elements in the story material, and this media creates a more interesting learning atmosphere, students measure their understanding in real time through educational game quizzes.

Riawati Riawati; Ayu Puspita Indah Sari

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2024 Lembaga Pengembangan Kinerja Dosen

This This community service activity was carried out as an effort by the Indonesian Language Education study program to increase student retention of the story material by utilizing interactive learning media based on Wordwall. This is because one of the factors that encourages student success in absorbing the knowledge delivered is the learning media used. Through this wordwall-based learning media, it is hoped that students will find it easier to remember and understand important elements in the story material, and this media creates a more interesting learning atmosphere, students measure their understanding in real time through educational game quizzes.

Taryzca Putri Laela Ramadhani; Angel Maria VK; Cantika Dinova Ramadila; Desi Eka Pratiwi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

This study aims to determine how effective the interactive learning media Wordwall is in increasing students' learning motivation in the subject of Natural and Social Sciences (IPAS) in elementary schools. Wordwall provides interesting educational game features, so it is expected to arouse students' interest and enthusiasm in learning IPAS. This study uses an experimental method with a pre-test and post-test design in the control and experimental groups. Participants in this study were fourth grade students in an elementary school. Data on students' learning motivation were collected through questionnaires and analyzed using statistical tests to see the difference in increased motivation between the group using Wordwall and the group using conventional methods. The results showed that the use of Wordwall significantly increased students' learning motivation compared to conventional learning methods. Therefore, Wordwall can be an effective alternative learning media to support students' learning motivation in the subject of IPAS in elementary schools.

Romelah Romelah; Sri Mulyani

Reflection : Islamic Education Journal 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This article discusses the use of engaging and enjoyable learning media, which is essential to support the learning process of students. Moreover, engaging and enjoyable learning media can undoubtedly increase students' motivation to learn. This article explores the utilization of an application, namely Wordwall, as an alternative medium to support the learning process, particularly in teaching Tajweed. In this research, the method used by the researcher is qualitative with a case study approach. Data collection techniques include observation, interviews, and literature review. Data analysis was conducted using descriptive analysis. The results of this study indicate that the use of Wordwall media at Rumah Tahfidz Kepenuhan Riau has proven to be an effective learning tool, especially in teaching Tajweed. This media facilitates teachers in delivering materials in an engaging and interactive way, thereby enhancing students' attention and motivation.  

Syarifah Syarifah; Pupung Puspa Ardini; Nurhayati Tine

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The lack of learning media for early childhood that motivates children to practice clean living behavior in school is the main issue addressed in this study. This research aims to develop a Wordwall game media prototype to instill clean living behavior in Group B Children at TK Permata Sunnah Kindergarten, Kota Selatan District, Gorontalo City. The research utilized a development method, specifically Research and Development (R&D), following the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Sugiyono (Aini et al., 2023). The study’s findings reveal that the Wordwall game media is highly feasible for instilling clean living behavior, as indicated by the result of expert validation tests. The material expert validation scored 87,27% (very feasible), and the media expert validation scored 96,67% (very feasible). Additionally, pilot tests with teachers showed a feasible percentage of 88,57% (very feasible), while testing with children yielded a score of 4 (feasible). Finally, usage trials with teachers resulted in a feasibility percentage of 97,14% (very feasible), and large-group testing with children scored 5 (very feasible). The study concludes that the development of the Wordwall game media prototype effectively instills clean living behavior in children..

Maria Ulfa; Maya Sari Hasibuan; Ahmad Taufik Alafkari Siahaan

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The decline in student interest in learning in case studies among 5 students at SDN 104607 Sei Rotan has become a significant challenge at SDN 104607 Sei Rotan. This research aims to evaluate the effectiveness of using Wordwall-based learning media in increasing interest in learning PAI among students. The research method used is quasi-experimental research with a pre-test and post-test design in two groups, namely the control group and the experimental group. Data was collected through a learning interest questionnaire and analyzed using the t- test to measure significant differences between the control and experimental groups. The research results show that the use of Wordwall-based learning media significantly improves case studies for 5 students compared to conventional methods.