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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.

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.

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.

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.

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.

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 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

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.

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.

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.

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.