PENGARUH MEDIA QUIZ INTERAKTIF BERBASIS WORDWALL BERORIENTASI GAMIFIKASI TERHADAP HASIL BELAJAR DAN MOTIVASI BELAJAR PENDIDIKAN PANCASILA SISWA KELAS IV SEKOLAH DASAR
DOI:
https://doi.org/10.23969/jp.v11i02.53285Keywords:
gamification, learning outcomes, learning motivation, Pancasila Education, WordwallAbstract
Learning Pancasila Education in elementary schools requires media that can increase student engagement while supporting the achievement of learning outcomes. This study aims to analyze the effect of interactive quiz media based on gamification-oriented Wordwall on learning outcomes and learning motivation of fourth-grade elementary school students. The study used a quantitative approach with a quasi-experimental method and a nonequivalent pretest–posttest control group design. The study sample consisted of 40 students consisting of 20 students in the experimental class and 20 students in the control class. The experimental class participated in learning using gamification-oriented Wordwall, while the control class participated in learning using conventional exercises. Data were collected through learning outcome tests and learning motivation questionnaires, then analyzed using descriptive statistics, N-Gain, independent samples t-test, and Cohen's d. The results showed that the average posttest learning outcome of the experimental class was 80.60, higher than the control class at 73.10. The N-Gain value of the experimental class was 0.51, while the control class was 0.26. The experimental class' learning motivation increased from 68.40 to 83.10, while the control class's increased from 67.90 to 76.55. The results of the hypothesis test indicate that Wordwall significantly impacts student learning outcomes and motivation. Therefore, interactive quizzes based on Wordwall with a gamification orientation can be used as an alternative learning medium for Pancasila Education in elementary schools.
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