PENGARUH PENERAPAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI WORDWALL TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SEKOLAH DASAR NEGERI GODOG 02 KECAMATAN POLOKARTO KABUPATEN SUKOHARJO TAHUN PELAJARAN 2024/2025

Authors

  • Yayuk Sri Rahayu Universitas Veteran Bangun Nusantara
  • Moefty Mahendra Universitas Veteran Bangun Nusantara

DOI:

https://doi.org/10.23969/jp.v10i03.28172

Keywords:

Learning media, Gamification, Wordwall, Learning outcomes

Abstract

This study was motivated by the low mathematics learning outcomes of fourth-grade students, which were caused by teacher-centered learning, low student engagement, and a lack of variation in instructional media. One alternative to enhance students’ motivation and learning outcomes is the use of gamified learning media, such as Wordwall. This research aims to determine the effect of gamification-based Wordwall media on students’ mathematics learning outcomes at SDN Godog 02 in the 2024/2025 academic year. The study employed a quantitative method with a pre-experimental design using a one-group pre-test and post-test model. The sample consisted of all 16 students in the fourth grade. Data were collected through observation, tests and documentation, and analyzed using IBM SPSS Statistics 23. The results indicated an increase in the average score from pretest to posttest, with the posttest mean reaching 85.00. A hypothesis test using a paired sample t-test yielded a significance value of 0.000 < 0.05, indicating that H is rejected and Hₐ is accepted. Thus, the use of gamification-based Wordwall media has a significant effect on the mathematics learning outcomes of fourth-grade students.

Downloads

Download data is not yet available.

Author Biography

Moefty Mahendra, Universitas Veteran Bangun Nusantara

Program Studi Pendidikan Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan

References

Arikunto, S. (2010). Prosedur Penelitian: Suatu Pendekatan Praktik (Edisi Revisi). Jakarta: Rineka Cipta.

Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2021). Perkembangan Gamifikasi di Bidang Pendidikan. Scholaria Jurnal Pendidikan Dan Kebudayaan, 14(2), 177–186.

Khoirina, A. (2024). Pemanfaatan Media Pembelajaran untuk Meningkatkan Hasil Belajar Siswa. 5(1975), 992–997.

Rahmadanti, A., Amril, L. O., & Efendi, I. (2024). Efektivitas Media Pembelajaran Wordwall terhadap Hasil Belajar Siswa Pada Pelajaran Matematika di Sekolah Dasar. Jurnal Pengajaran Sekolah Dasar, 3(1), 117–125. https://doi.org/10.56855/jpsd.v3i1.1086

Rasmuin, Rosalia, & Jais, E. (2024). Pengaruh Penggunaan Media Pembelajaran Interaktif Berbasis Wordwall Terhadap Hasil Belajar Matematika Siswa Kelas V SDN 2 Baadia. Cendikia: Jurnal Pendidikan Dan Pengajaran, 2(3), 263–273.

Rosa, E., Destian, R., Agustian, A., & Wahyudin, W. (2024). Inovasi Model dan Strategi Pembelajaran dalam Implementasi Kurikulum Merdeka. Journal of Education Research, 5(3), 2608–2617. https://doi.org/10.37985/jer.v5i3.1153

Siswono, T. Y. E., & Niswah, N. T. (2024). Pengaruh Gamifikasi terhadap Hasil Belajar Matematika Siswa di Indonesia. Jurnal Ilmiah Pendidikan Matematika, 3(6), 79–87. https://doi.org/10.26740/mathedunesa.v14n1.p30-38

Sugiyono. (2019). Metode Penelitian Kuantitatif. Alfabeta, cv.

Waluyo Hadi, Yofita Sari, & Nadra Maulida Pasha. (2024). Analisis Penggunaan Media Interaktif Wordwall terhadap Peningkatan Hasil Belajar IPA di Sekolah Dasar. Jurnal Pendidikan Mipa, 14(2), 466–473. https://doi.org/10.37630/jpm.v14i2.1570

Downloads

Published

2026-08-18