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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.

Yayan Sudrajat; R.A. Annita Meilina Ahmadi; Ikeu Liana Dewi; Ina Herlina; Rifka Kamalia Wardani +1 more

Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

This community service program focuses on training teachers at SMKN 1 Malingping in developing formative assessment instruments using the Quizizz and Wordwall platforms. The main objective is to enhance teachers’ competencies in integrating technology into classroom assessment practices, thereby improving the quality of teaching and learning. Formative assessment plays a crucial role in the learning process as it allows teachers to continuously monitor student progress, identify learning gaps, and provide timely feedback that supports both remediation and enrichment. By mastering digital tools such as Quizizz and Wordwall, teachers can design engaging, interactive, and effective assessment activities that align with curriculum objectives while also increasing student motivation and participation. The training was conducted through a workshop model, combining theoretical sessions on formative assessment principles with hands-on practice in creating and implementing online quizzes, interactive games, and customized learning activities. Teachers were guided step-by-step in account creation, content development, and analyzing assessment results for instructional decision-making. Feedback sessions were also integrated to address challenges and share best practices. The results of the training indicated a significant improvement in teachers’ skills and confidence in utilizing Quizizz and Wordwall for formative assessment. Participants demonstrated the ability to design varied assessment formats, adapt content to students’ needs, and effectively interpret assessment data to inform teaching strategies. Moreover, teachers reported increased student engagement when these platforms were implemented in classroom settings. This program highlights the importance of equipping educators with digital literacy skills that are relevant to 21st-century learning demands. The integration of Quizizz and Wordwall not only streamlines the assessment process but also fosters a more dynamic and student-centered learning environment. The experience from SMKN 1 Malingping suggests that similar training initiatives can be replicated in other schools to promote effective, technology-based formative assessment practices.

Siti Nurul Qomariyah; Supardi Supardi

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The study examines the effects of implementing the Creative Problem Solving (cps) instructional model integrated with Wordwall gamification on the mathematical problem solving abilities of eighth-grade Students at MTs. L-Bashriyah. The purpose of this research is to avaluate the impact of  CPS combined with Wordwall on students’ Performance in Two-Variable Linear Equation Systems (SPLDV) compared to conventional methods. This research employs a Quasi-Experimental design with a non-equivalent pretest-posttest control group. Using a quantitave approach. The sample consists of 40 eighth-grade students of MTs. AL-Bashriyah as the experimental group and 32 students of MTs. Nurul Huda as the control group. Selected through purposive sampling. Data analysis utilizes normalized gain scores and descriptive statistics with a 5% significance threshold. Results indicate a statistically significant improvement : the experimental group’s average postest score (81.16) markedly increased from the pretest (33.99). The control group showed moderate growth (66.45 from 32.91). Normalized gain analysis classifies the experimental group’s progress as high and the control group’s as medium. The findings demonstrate that CPS-Wordwall integration significantly enhances mathematical problem-solving skills. Thus, this model presents a viable innovative strategy for SPLDV instruction.

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.

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.

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.

Muhammad Syaiful Anwar; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.

Nur Aini Ayu’ Fistanti; Anik Kirana; Fitria Indahwati

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Learning outcomes are a series of skills, knowledge, attitudes and values ​​obtained by students in their thinking process during learning activities. This research aims to improve the learning outcomes of class X-4 students on opportunity material by applying the problem based learning model assisted by wordwall media. To see an increase in learning outcomes, classroom action research was carried out for two cycles using the method of observation and analysis of test results with research instruments in the form of pretest posttest questions in the 2023/2024 academic year. The subjects of this classroom action research were 34 students from class X-4 at SMA Negeri 9 Surabaya. The research results showed a consistent increase in learning outcomes over two cycles in the opportunity material. Before the action was taken there were 18 students who had not reached the KKM and only 16 students had completed it so the percentage of completion was 47.05% with an average learning outcome of 67.76. In the first cycle, the number of students who completed their learning outcomes reaching the KKM increased to 28 with a completion percentage of 82.35% and an average learning outcome of 78.23. In cycle II, the number of students whose learning outcomes achieved the KKM consistently increased so that there were 31 with a completion percentage of 91.17% and an average learning outcome of 89.54.

Aulia Yusrika Qurrotu’ain; Anik Kirana; Fitria Indahwati

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study was conducted by looking at the low learning outcomes of class X-2 students at SMA Negeri 9 Surabaya in the previous material, namely SPLTV. This study was conducted with the aim of improving students' mathematics learning outcomes in the quadratic equation material by implementing a cooperative learning model of the team games tournament (TGT) type using the help of wordwall. This study is included in classroom action research which is carried out in two cycles. The subjects of the study used were 36 class X-2 students at SMA Negeri 9 Surabaya. The research data were obtained through pretest, observation, and posttest. The analysis data from the pretest and posttest results were in the form of quantitative data which would be used to determine the increase in student learning outcomes. While the analysis data from the observation results in the form of qualitative data were used as a guideline to improve and perfect learning activities from cycle I to cycle II. Based on the results of the study that has been carried out, it shows that implementing a cooperative learning model of the team games tournament (TGT) type using the help of wordwall on the quadratic equation material can improve the learning outcomes of class X-2 students at SMA Negeri 9 Surabaya. The classical completeness of the pretest cycle I was 44.4%. After the implementation of the TGT type cooperative learning model, there was an increase to 77.8% in the posttest of cycle I. In cycle II, it increased again to 94.6% with a classical completion target of 85%.

Cahya Rika Prapelia; Dian Fadhilawati

Jurnal Riset Rumpun Ilmu Bahasa 2024 Pusat riset dan Inovasi Nasional

The study aims to evaluate the efficacy of the Wordwall application in stimulating reading skills among tenth-grade students at X-10 in SMA 1 Sutojayan. It employs a pre-experimental design with a one-group pre-test and post-test methodology, following a quantitative research framework. The process includes three stages: 1) pre-test, 2) treatment, and 3) post-test. To ensure data reliability, tests were piloted on students with similar proficiency levels. Data collection involved administering tests, and statistical analysis. Results showed a significant improvement in student reading achievement, with scores increasing from 77.24 to 86.24 after implementing the Wordwall application for recount text instruction. The paired sample t-test showed the distinction (p = 0.000), underscoring the Wordwall application's effectiveness in enhancing recount text reading achievement among tenth-grade students at X-10 in SMA Negeri 1 Sutojayan Blitar.

Heru Christianto; Dewi Lestarani; Arvinda C. Lalang

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2023 Fakultas Teknik Universitas Maritim AMNI Semarang

Kegiatan pengabdian kepada masyarakat ini dilaksanakan secara daring bagi guru-guru Kimia se-NTT pada tahun 2022. Dasar pelaksanaannya adalah kebutuhan guru-guru Kimia akan suatu panduan dalam pembelajaran dengan memanfaatkan teknologi yang inovatif guna meningkatkan minat belajar siswa seiring dengan perkembangan era digital. Kegiatan ini bertujuan untuk meningkatkan kemampuan guru dalam memanfaatkan teknologi guna mendesain pembelajaran yang menarik dan inovatif. Di era digital saat ini, guru-guru tidak hanya dituntut untuk meningkatkan kemampuan mengajar berdasarkan pengetahuan materi yang dimiliki, namun juga dituntut untuk dapat menerapkan pembelajaran yang interaktif dan inovatif guna mendorong dan memotivasi siswa dalam belajar dan berpikir kritis. Media pembelajaran yang digunakan dalam kegiatan ini yaitu pembuatan instrumen soal menggunakan quizizz dan wordwall. Biasanya guru-guru di sekolah memberikan soal ujian kepada siswa dalam bentuk manual, sehingga siswa merasa bosan untuk menjawab pertanyaan dalam soal tersebut. Pembuatan soal menggunakan quizizz dan wordwall akan memotivasi siswa dalam mengerjakan soal karena disajikan lebih menarik dan interaktif. Layar akan menampilkan skor siswa secara realtime, sehingga siswa dapat melihat urutan skor mereka dengan antusias. Media ini juga cukup mudah untuk dikembangkan bagi guru sehingga memudahkan guru untuk menerapkannya dalam pembelajaran. Guru juga akan lebih mudah dan cepat dalam menyusun nilai ujian siswa.

Fitri Nuraeni; Puji Rahayu; Buldan Hasyim; Debi Septiani; Den Ajeng Khuluqiyah +1 more

Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri 2022 Universitas Maritim AMNI Semarang

Program Kreativitas Mahasiswa Layanan Masyarakat adalah cara bagi siswa untuk melakukan layanan masyarakat, dharma ketiga pendidikan tinggi. "Aplikasi Wordwall sebagai media pembelajaran interaktif di sekolah dasar" adalah judul program yang kami usulkan kali ini. Format program ini adalah pertumbuhan pengetahuan tentang cara menggunakan Wordwall Learning Media. Program ini bertujuan untuk memberi guru kemampuan untuk menggunakan materi pembelajaran interaktif di kelas. Ceramah, diskusi, dan pertanyaan dan jawaban, serta bantuan untuk guru saat menggunakan media Wordwall, adalah beberapa metode yang digunakan dalam mencapai tujuan program yang dijelaskan di atas. Enam orang, yang semuanya adalah guru di SDN 2 Cipaisan, menghadiri seminar, yang diadakan pada 24 November 2022.