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Abdul Khamid Nasimul Askhia; Nurul Lailatul Hidayah; Rizkiyatul Aliyah; Hibrul Umam

Ikhlas : Jurnal Ilmiah Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the implementation of innovative learning strategies through the Game-Based Learning (GBL) model to enhance the active participation of tenth-grade students in Islamic Religious Education (PAI) at MA Hasyimiyah. The research is motivated by the prevalence of conventional teacher-centered learning, which results in low student engagement and enthusiasm. Employing a descriptive qualitative approach with a case study design, the research subjects included tenth-grade students at MA Hasyimiyah and Field Experience Practice (PPL) students as key informants who conducted the lessons directly. Data collection techniques included classroom observations, semi-structured interviews with PPL students, and documentation gathered during a one-month PPL period. The results indicate that the application of the GBL model utilizing digital media such as Quizizz, Wordwall, Zep Quiz, and Spinner, as well as manual media like question-and-answer cards, significantly increased learning motivation, classroom interaction, and active participation. This improvement was evidenced by students' increased confidence in expressing opinions and intensive involvement in group discussions. Although challenges such as limited infrastructure, unstable internet connections, and restricted student device access were identified, these obstacles were effectively overcome through adaptive strategies by PPL students, who modified digital games into manual formats. This study confirms that innovative and adaptive learning strategies play a crucial role in enhancing student participation levels, particularly within the context of schools with limited facilities.

Ekky Nur Arvia Fahma; Ika Rahmawati

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

This study aims to develop an interactive digital learning media based on Wordwall, named TANGKAS (Tantangan Asyik Ngulik Pecahan Kelas Empat Seru), as a practice tool for addition and subtraction of fractions in fourth-grade elementary students. The development process employed the ADDIE model, which includes the Analyze, Design, Develop, Implement, and Evaluate stages. The research subjects consisted of 29 fourth-grade students at SDN Ngemplak I Baureno. The needs analysis revealed that learning activities were still dominated by conventional methods with limited use of digital media, resulting in low student engagement. To address this issue, TANGKAS was developed using a maze chase game design to enhance motivation and support engaging fraction practice. The validation results indicated a material validity score of 94% (highly valid) and a media validity score of 80% (valid). The practicality aspect obtained 81.8% from students, both categorized as highly practical. The effectiveness test showed an improvement in learning outcomes with N-Gain scores of 0.6 for fraction addition and 0.54 for fraction subtraction, both classified as moderate. Therefore, TANGKAS is proven to be feasible, practical, and effective as an interactive game-based learning media to support students’ understanding of mathematics in elementary school.

Arcita Rizara; Dwi Kusumawardani; Mita Septiani

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the effectiveness of game-based learning (GBL) interactive e-modules in improving students' learning concentration. The study synthesizes the findings from eight research articles published between 2012 and 2025. The analysis reveals that GBL-based e-modules significantly enhance learning motivation, with validity rates ranging from 90% to 99%. Additionally, the use of interactive platforms such as Wordwall, Gimkit, and other digital tools effectively supports various learning styles, particularly visual and kinesthetic learners. The review highlights that student engagement levels improve significantly, ranging from 67.42% to 87.12%. Furthermore, these e-modules positively impact learning outcomes, providing a more engaging and interactive approach to education. By integrating gamification elements, the e-modules create a dynamic and motivating learning environment that fosters better concentration and focus among students. The review concludes that GBL-based e-modules are an effective educational strategy, particularly in geography education at the high school level. These tools not only engage students in a fun and interactive manner but also improve their ability to focus, leading to enhanced learning experiences. As a result, incorporating GBL-based e-modules in educational practices can contribute to better learning concentration and overall academic performance.

Ummi Maulidatus Syahro; Mohammad Saied; Hemas Haryas Harja Susetya

Jurnal Bintang Pendidikan Indonesia 2025 Pusat Riset dan Inovasi Nasional

This study was motivated by the low motivation and boredom of students in learning Indonesian, which is still dominated by conventional methods and results in less optimal conceptual understanding. The purpose of this research is to implement Wordwall as an interactive learning medium to improve students’ conceptual comprehension, interest, and motivation. This research employed a qualitative method with a descriptive qualitative approach. The subjects were X students of MA Darul Lughah Wal Karomah Kraksaan. Data were collected through observation, interviews, and documentation. The findings revealed that Wordwall successfully created a more engaging and enjoyable learning atmosphere compared to traditional teaching methods. Its interactive features, such as quizzes, word-matching activities, and word-search exercises, stimulated students’ enthusiasm and encouraged them to actively engage with the material. The scoring system and timer also fostered a healthy sense of competition, which further motivated students to participate. However, some limitations were identified, including the possibility of cheating, the relatively small font size, and the time-consuming process of preparing questions. Despite these challenges, the implication of this study suggests that Wordwall can serve as an innovative alternative medium for teaching Indonesian, providing both meaningful learning experiences and enhanced learning quality.

Suerni; Melati Rahma Suri; Riswan Syahputra Damanik

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

Vocabulary mastery is a fundamental component in English language learning that determines comprehension, speaking, and writing skills. However, in the context of district-level communities, including the Regional Library of Labuhan Batu, vocabulary learning still faces various challenges such as the lack of contextual teaching materials, the dominance of rote learning methods, and the limited use of local resources. To address these issues, this Community Service Program (PkM) proposes the application of lexical analysis on 100 local library documents as the basis for developing interactive media used in vocabulary training. The method employed is a community-based participatory approach, with stages including preparation, lexical analysis, media development, training, and evaluation. Corpus analysis produced 27,800 word types with 200 high-frequency words and 1,350 distinctive local vocabulary items. The interactive media developed include multimedia modules, Wordwall quizzes, mobile-based gamification, and bilingual infographics. The training was attended by 40 participants, with evaluation results showing a significant improvement in the average post-test score (76.8) compared to the pre-test (42.5), and 82.5% of participants achieving scores ≥70. Furthermore, 90% of participants reported increased motivation to learn, and 85% considered the locally based materials more relevant. Thus, this PkM provides a tangible contribution to enhancing English literacy through local vocabulary and offers an interactive learning model that can be replicated in other regional libraries in Indonesia.

Atika Sadariah; Baginda Restu Al Ghazali

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

Indonesian language learning at the junior high school level often faces challenges such as low student motivation, participation, and comprehension in reading, writing, and listening materials. The predominance of lecture-based methods and textbooks leads to suboptimal student engagement, especially in online or hybrid learning. This community service activity at SMP S Methodist 1 Rantau Prapat aims to enhance students’ understanding as well as teachers’ capacity through the application of interactive learning media. The media used include interactive PowerPoint, Wordwall, and H5P, which allow adaptive quizzes, writing exercises, and game-based activities. The implementation methods involve initial observation, development of interactive curriculum-based materials, socialization, teacher training, classroom implementation, and evaluation using pre-tests and post-tests. Data were collected through comprehension tests, classroom participation observations, and short interviews. The results showed a significant improvement: the students’ average post-test scores increased compared to the pre-test, with more active classroom participation in interactive quizzes and discussions. Teachers also felt more supported in delivering lessons and gained new skills in using digital media. In conclusion, the application of interactive media proved effective in improving the quality of Indonesian language learning and can serve as a sustainable model for secondary schools.

Ana Tasya Afani; Mohamad Arief Rafsanjani

Jurnal Riset Rumpun Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The low learning outcomes of students in Economics subjects are often influenced by the use of traditional teaching methods that are less engaging and lack interaction. This study aims to examine the effectiveness of utilizing game-based learning media in improving students' academic performance. The game used in this study is the Wordwall game with the Airplane type. A quantitative approach was employed, using a quasi-experimental design with the nonequivalent control group model. The research subjects consisted of two tenth-grade classes at SMA Labschool Unesa 1, with the experimental class receiving treatment using the Airplane game media, while the control class was taught using conventional teaching methods. Data collection was conducted through pre-tests and post-tests. The data were analyzed using normality tests, homogeneity tests, independent t-tests, and N-Gain calculations. The results showed that the implementation of the Airplane game-based learning media significantly improved students' learning outcomes, as indicated by higher average post-test scores and N-Gain values in the experimental group compared to the control group. These findings suggest that game-based media can serve as an innovative alternative in the learning process, as it is capable of enhancing student motivation, active participation, and understanding of economic concepts.

I’anatul Ashriyah; Umi Mahmudah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study aims to develop learning media based on the Wordwall application in mathematics learning for grade 3 at MI Salafiyah 1 Kauman. The background of this study is the low interest and motivation of students in participating in mathematics learning, which is caused by less interesting learning methods and the lack of use of interactive media. By utilizing the Wordwall application, it is expected to increase student involvement through fun educational games. The method used in this study is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The development process begins with needs analysis, learning media design, media development using the Wordwall application, media implementation in learning, and evaluation of the effectiveness of the media developed. The results of the study showed that the Wordwall-based learning media developed had high validity with an average score of 90% from material and media experts. The practicality of the media was also obtained with an average score of 85% from teachers and students. The trial of media implementation in mathematics learning showed an increase in student motivation and learning outcomes. So, students will be more active in participating in learning and show a better understanding of the material being taught. Thus, Wordwall-based learning media has proven effective in increasing the motivation and learning outcomes of grade 3 students at MI Salafiyah 1 Kauman.

Siti Mumtazah; Salmaini Safitri Syam; Nur Azmi Alwi

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

The development of information technology encourages innovation in learning methods, one of which is through digital educational games. This study aims to assess the effectiveness of Wordwall educational game-based learning media in improving elementary school students' 21st century skills, such as critical thinking, creativity, collaboration, and communication. The method used is a literature study by analyzing various scientific sources and relevant research. The results showed that Wordwall is able to increase students' motivation and interest in learning through interactive features and a variety of games that are easily adapted to the subject matter. Obstacles faced include limited access to technology and teacher readiness, which can be overcome with intensive training and provision of adequate facilities. Therefore, Wordwall is proven to be effective and relevant as a learning media that supports the 21st century learning process in elementary schools. It is recommended that the utilization of Wordwall be optimized through continuous training for teachers and provision of adequate technological facilities to improve the quality of learning.

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

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 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.

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.

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.

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.

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.

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..