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Muji Muji; Muhammad Saharudin; Muhammad Kibar; Syahrul Basirun

JURNAL PENGABDIAN MASYARAKAT AKADEMISI (JPMA), 2026 CV. ALIM'SPUBLISHING

In the digital era, teachers are required to be creative in integrating technology with learning to make the learning process more engaging and effective. This study explores how the Wordwall application can bridge the gap between Islamic Religious Education (PAI) material, which is rich in moral values, and Physical Education, Sports, and Health (PJOK), which emphasizes the importance of physical health. This application provides interactive games that allow students to learn while playing, so that they not only understand religious teachings and physical skills but also experience a fun learning experience. Through various types of games such as puzzles and quizzes, students can more easily remember the lesson material and apply that knowledge in their daily lives. In addition, the use of Wordwall encourages active student participation in each learning session. This strengthens their engagement in the learning process and increases motivation to learn. The research findings show that Wordwall can transform the classroom atmosphere to be more lively, interactive, and collaborative, creating an environment that supports active and enjoyable learning for students.

Rifqi Nandana Mahardika; Haryadi Haryadi

Jurnal Arjuna : Publikasi Ilmu Pendidikan, Bahasa dan Matematika 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Critical reading is one of the important language skills that students need to acquire. Based on observational results, the critical reading skills of eleventh-grade students at SMA Muhammadiyah 1 Semarang have not yet reached an optimal level. Therefore, this study aims to examine the effectiveness of teaching critical reading of news texts using the OK5R and SQ3R methods assisted by the Wordwall website for eleventh-grade students. This study employed an experimental method with a quasi-experimental design, specifically a nonequivalent control group design. The research instruments consisted of test and non-test instruments. The test instrument was a written test, while the non-test instruments included observation sheets and interview guidelines. Data analysis was conducted through prerequisite analysis tests (normality and homogeneity tests), instrument validity testing, and hypothesis testing using paired sample t-tests, independent sample t-tests, and n-gain score analysis with the assistance of SPSS version 25. The results showed that the n-gain score of the experimental class I using the OK5R method was 0.3465, while the experimental class II using the SQ3R method obtained an n-gain score of 0.0660. Based on these findings, teaching critical reading of news texts using the OK5R method assisted by the Wordwall website was more effective than the SQ3R method. It can be concluded that the OK5R method assisted by the Wordwall website is effective for teaching critical reading of news texts to eleventh-grade students, whereas the SQ3R method assisted by the Wordwall website is less effective.

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.

Fazira Nurul Azni; Nasla Juli Putri; Risna Wati; Zara Septiana; Muhammadi Muhammadi +1 more

Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Rapid progress in information and communication technology has significantly influenced education, particularly in the assessment of student learning. This research aims to explore the use of digital assessment methods at SD Binekas Bandung and their role in improving educational standards. A qualitative descriptive methodology was utilized, which involved direct observation, interviews with the school’s administrators and teachers, and the collection of relevant documentation. The study was conducted on October 21, 2025. The findings indicate that SD Binekas has effectively integrated digital assessment instruments such as Google Forms, Quizizz, Wordwall, and smart boards. Teachers actively utilize these tools for both formative and summative assessments. Students showed a favorable response, reflecting heightened motivation and involvement. The identified advantages include more streamlined assessment processes, instant feedback, the ability to conduct statistical analyses, and enhanced digital skills among learners. However, several challenges remain, including dependence on internet connectivity, varying degrees of digital literacy among users, and obstacles in evaluating psychomotor skills. The implementation of digital assessments at SD Binekas has successfully improved the quality of teaching and learning through more efficient, engaging, and transparent assessment strategies.

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.

Rahma Novia Budiati; Noer Adhela Krisna Putri Achmad; Fernanda Maulana Kusuma Putri; Veronika Deta Junia Anjarwani; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes the effectiveness of digital educational games, particularly the “Who Am I?” game on the Wordwall platform, in enhancing students’ knowledge of Indonesian language learning. The research is motivated by the need for junior high school teachers to design engaging learning methods that can foster enthusiasm among adolescents. Educational games are viewed as innovative media that present concepts in a simple yet enjoyable way, making lessons more interactive and accessible. Using a descriptive quantitative approach, the study involved 30 eighth-grade students at SMP Negeri 38 Surabaya. Data collection included pre-tests and post-tests to quantitatively measure learning outcomes, as well as questionnaires to capture student responses. Findings indicate a notable improvement in student achievement after the application of the “Who Am I?” game. The average pre-test score was 71.33, which rose to 91.00 on the post-test, showing an increase of 19.67 points. Results of a paired t-test confirmed that the difference was statistically significant, demonstrating that the improvement was due to the intervention. Additionally, questionnaire results showed that students felt more motivated, engaged, and able to understand the material more effectively through this game. Overall, the “Who Am I?” game on Wordwall proved to be an effective learning tool, and its use is recommended for teachers seeking to implement game-based strategies in classroom instruction.

Rahma Novia Budiati; Noer Adhela Krisna Putri Achmad; Fernanda Maulana Kusuma Putri; Veronika Deta Junia Anjarwani; Nensy Megawati Simanjuntak

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study analyzes the effectiveness of digital educational games, particularly the “Who Am I?” game on the Wordwall platform, in enhancing students’ knowledge of Indonesian language learning. The research is motivated by the need for junior high school teachers to design engaging learning methods that can foster enthusiasm among adolescents. Educational games are viewed as innovative media that present concepts in a simple yet enjoyable way, making lessons more interactive and accessible. Using a descriptive quantitative approach, the study involved 30 eighth-grade students at SMP Negeri 38 Surabaya. Data collection included pre-tests and post-tests to quantitatively measure learning outcomes, as well as questionnaires to capture student responses. Findings indicate a notable improvement in student achievement after the application of the “Who Am I?” game. The average pre-test score was 71.33, which rose to 91.00 on the post-test, showing an increase of 19.67 points. Results of a paired t-test confirmed that the difference was statistically significant, demonstrating that the improvement was due to the intervention. Additionally, questionnaire results showed that students felt more motivated, engaged, and able to understand the material more effectively through this game. Overall, the “Who Am I?” game on Wordwall proved to be an effective learning tool, and its use is recommended for teachers seeking to implement game-based strategies in classroom instruction.

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.

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

Nusantara: 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.

Shofia Rafifatus Nadila; Ahmad Munir

Publikasi Para ahli Bahasa dan Sastra Inggris 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study explores senior high school students’ experiences and perceptions of using Wordwall, a gamified learning platform, in writing descriptive texts in an Indonesian EFL classroom. Many learners face challenges such as limited vocabulary, low motivation, and writing anxiety. To understand how students experience the use of Wordwall, a qualitative descriptive design with a phenomenological approach was employed. Data were collected through semi-structured interviews, focus group discussions, classroom observations, and analysis of student writing samples. Thematic analysis revealed that Wordwall helped students improve vocabulary, boost motivation, and reduce anxiety by offering engaging, interactive tasks like quizzes and instant feedback. Students described their learning process as more enjoyable and confidence-building. Despite minor technical issues, most participants found Wordwall beneficial in supporting their writing development. These findings highlight the value of gamified tools in enhancing student engagement and confidence in EFL writing classes. The study provides practical insights for educators seeking to integrate meaningful digital tools into language instruction.

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.

Aini, Aftha ifat

EduGrows: Education and Learning Review 2025 Yayasan Penelitian dan Pengabdian Masyarakat Sisi Indonesia

Penelitian ini bertujuan untuk mendeskripsikan implementasi metode cooperative learning yang dipadukan dengan media game interaktif dalam meningkatkan semangat belajar mata pelajaran Fiqih khususnya materi kaifiyat sholat pada siswa kelas VII SMP. Latar belakang penelitian ini adalah tidak meratanya semangat belajar siswa dalam pembelajaran Fiqih yang bersifat teoritis dan kurang melibatkan partisipasi aktif siswa. Penelitian ini menggunakan pendekatan kualitatif dengan metode penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus. Subjek penelitian adalah siswa kelas VII di SMP ‘Abdan Syaquro Lampu Iman, dengan jumlah 28 siswa. Teknik pengumpulan data dilakukan melalui observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa penerapan metode cooperative learning yang dipadukan dengan media game interaktif, seperti Wordwall dan Quizwhizzer, dapat menciptakan suasana pembelajaran yang lebih menyenangkan, aktif, dan kolaboratif. Hal ini berdampak positif terhadap peningkatan semangat belajar siswa, yang ditunjukkan dengan meningkatnya keaktifan dalam diskusi, antusiasme dalam menyelesaikan tugas kelompok, serta meningkatnya rasa tanggung jawab terhadap proses belajar. Kesimpulannya, integrasi metode cooperative learning dan media game interaktif terbukti efektif dalam meningkatkan semangat belajar Fiqih pada siswa kelas VII SMP ‘Abdan Syaquro Lampu Iman.

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.

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.

Darmawati Darmawati; Nayla Nayla

International Journal of Educational Research 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study investigated the effectiveness of using the Wordwall website as a learning strategy to enhance students' vocabulary mastery. Employing a quasi-experimental design, the research involved a control group and an experimental group from [mention specific school/level, e.g., a junior high school in Medan]. Data were collected using a vocabulary test (pre-test and post-test) and analyzed using t-test statistical analysis. The findings indicated a significant improvement in vocabulary mastery among students in the experimental group who utilized the Wordwall website compared to the control group. This suggests that the Wordwall website is an effective and engaging tool for improving students' vocabulary acquisition. The study recommends the integration of interactive digital platforms like Wordwall into language learning curricula to support vocabulary development.

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.