Penerapan Games Edukatif Berbasis Wordwall terhadap Hasil Belajar Siswa Kelas IV SD
DOI:
https://doi.org/10.55606/jcsr-politama.v4i4.6546Keywords:
Classroom Action Research, Energy and Light, Learning Games, Learning Outcomes, WordwallAbstract
This study aims to analyze and describe the implementation of Wordwall-based educational games in improving the science learning outcomes of fourth-grade students at Sukorejo Buduran Elementary School. The study employed a Classroom Action Research (CAR) method consisting of two cycles, with 20 fourth-grade students serving as the research subjects. Each cycle included the stages of planning, implementation, observation, and reflection. Data were collected through written achievement tests and classroom observations to assess both student learning outcomes and participation during the learning process. The findings indicate that the implementation of Wordwall-based educational games significantly improved students’ learning outcomes and classroom engagement. In the first cycle, the learning mastery level reached 40% with an average score of 65.75, while in the second cycle it increased to 80% with an average score of 80. Student learning activities also showed substantial improvement, with 97.5% of observed activities categorized as “very good.” The interactive and game-based learning environment encouraged active participation, increased motivation, and facilitated a better understanding of science concepts. Therefore, it can be concluded that the implementation of Wordwall-based educational games is effective in improving students’ science learning outcomes and creating a more engaging, interactive, and student-centered learning process in elementary schools.
Downloads
References
Astuti, M. (2022). Evaluasi pendidikan. Deepublish.
Hidayat, A. T., & Sudrajad, W. (2025). The relationship between emotional intelligence and students' self-adjustment at SMK Negeri 2 Malang. TANJAK: Journal of Education and Teaching, 6(1), 19–27. https://doi.org/10.35961/tanjak.v6i01.1692
Farid, I., Yulianti, R., Hasan, A., & Hilaiyah, T. (2022). Strategi pembelajaran diferensiasi dalam memenuhi kebutuhan belajar peserta didik di sekolah dasar. Jurnal Pendidikan dan Konseling (JPDK), 4(6), 11177–11182.
Febriansah, A. T., Syaifuddin, A., & Soepriyanto, Y. (2024). The gamification developments in education: Perkembangan gamifikasi di bidang pendidikan. Scholaria: Jurnal Pendidikan dan Kebudayaan, 14(2), 177–186. https://doi.org/10.24246/j.js.2024.v14.i2.p177-186
Hadi, Y. S., Setiadi, D., & Yani, A. (2023). Penerapan model pembelajaran problem-based learning (PBL) dengan pola lesson study untuk meningkatkan hasil belajar peserta didik. Journal of Classroom Action Research, 5(4), 455–459.
Juhairi, I., & Sudrajad, W. (2022). Exploring the role of code-switching in bilingual classroom interactions. At-Ta'lim: Jurnal Pendidikan, 8(2), 213–218.
Kaushal, S., Dhammi, S., & Guha, A. (2022). Climate crisis and language: A constructivist ecolinguistic approach. Materials Today: Proceedings, 49, 3581–3584. https://doi.org/10.1016/j.matpr.2021.08.093
Kedah, Z. (2023). Inovasi penerapan teknik gamifikasi terhadap pembelajaran Kampus Merdeka. Jurnal MENTARI: Manajemen, Pendidikan dan Teknologi Informasi, 1(2), 133–143. https://doi.org/10.33050/mentari.v1i2.259
Khuluq, K., Kuswandi, D., & Soepriyanto, Y. (2023). Project-based learning dengan pendekatan gamifikasi: Untuk pembelajaran yang menarik dan efektif. Jurnal Kajian Teknologi Pendidikan, 6(2), 72–84. https://doi.org/10.17977/um038v6i22023p072
Kotten, N. B. (2023). Strategi pengembangan kurikulum berbasis kompetensi di Sekolah Dasar Inpres 16 Ende. Ekspektasi: Jurnal Pendidikan Ekonomi, 8(2), 59–69. https://doi.org/10.37478/jpe.v8i2.3540
Kozub, H., Kozub, V., Bondarenko, L., & Boben, I. (2024). Use of gamification elements in the distance learning process for higher education students. Education and Pedagogical Sciences, 38–50. https://doi.org/10.12958/2227-2747-2024-2(186)-38-50
Lutfina, E., Setiawan, R. O. C., Nugroho, A., & Abdillah, M. Z. (2023). Perancangan aplikasi pembelajaran dengan konsep gamifikasi: Systematic literature review. METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi, 7(1), 78–87. https://doi.org/10.46880/jmika.Vol7No1.pp78-87
Munir, N. P. (2018). Pengembangan buku ajar trigonometri berbasis konstruktivisme dengan media e-learning pada Prodi Tadris Matematika IAIN Palopo. Al-Khwarizmi: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam, 6(2), 167–178. https://doi.org/10.24256/jpmipa.v6i2.454
Proborini, C. A., Rochmah, A., & Suhartiningsih, S. (2024). Integrasi nilai-nilai kearifan lokal melalui lagu Jember Nusantara dalam pembelajaran seni budaya di sekolah dasar. Jurnal Ilmu Pendidikan Sekolah Dasar, 11(3), 349–356. https://doi.org/10.19184/jipsd.v11i3.53172
Purwulan, H. (2023). Meningkatkan kemampuan guru sekolah dasar dalam menerapkan model pembelajaran kooperatif melalui lesson study. PTK: Jurnal Tindakan Kelas, 3(2), 250–265. https://doi.org/10.53624/ptk.v3i2.225
Rahman, S. (2022). Pentingnya motivasi belajar dalam meningkatkan hasil belajar. Prosiding Seminar Nasional Pendidikan Dasar.
Rukminingsih, G. A., & Latief, M. A. (2020). Metode penelitian pendidikan: Penelitian kuantitatif, penelitian kualitatif, penelitian tindakan kelas. Erhaka Utama.
Shaliha, M. A., & Fakhzikril, M. R. (2022). Pengembangan konsep belajar dengan gamifikasi. Inovasi Kurikulum, 19(1), 79–86. https://doi.org/10.17509/jik.v19i1.43608
Sulaiman, S., Judijanto, L., & Murniati, N. A. N. (2025). MSDM pendidikan: Meningkatkan pendidikan bermutu dan berdaya saing global. PT Sonpedia Publishing Indonesia.
Susilowati, T., Trisnamansyah, S., & Syaodih, C. (2022). Manajemen pendidikan inklusi dalam meningkatkan mutu pendidikan. JIIP: Jurnal Ilmiah Ilmu Pendidikan, 5(3), 920–928. https://doi.org/10.54371/jiip.v5i3.513
Umano, M., Cudney, E., Buffon, C., Furterer, S., & Elshennawy, A. (2024). Course gamification: Applying the KANO model to gather student perceptions. Journal of Management and Engineering Integration, 17, 19–33. https://doi.org/10.62704/10057/28462
Wapa, A., Suastika, I. N., & Sanjaya, D. B. (2024). Pengaruh metode sosiodrama terhadap hasil belajar PPKn ditinjau dari interaksi sosial. Consilium: Education and Counseling Journal, 4(2), 84–93. https://doi.org/10.36841/consilium.v4i2.4594
Wati, A. (2021). Pengembangan media permainan ular tangga untuk meningkatkan hasil belajar siswa sekolah dasar. Mahaguru: Jurnal Pendidikan Guru Sekolah Dasar, 2(1), 68–73. https://doi.org/10.33487/mgr.v2i1.1728
Wibowo, S., & Fitriany, A. (2025). Integrasi pendekatan kontekstual dalam pembelajaran sejarah: Studi pada mata kuliah Sejarah Kebudayaan Indonesia. Consilium: Education and Counseling Journal, 5(1), 678–690. https://doi.org/10.36841/consilium.v5i1.6172
Zahara, R., Prasetyo, G. E., & Yanti, D. M. (2021). Kajian literatur: Gamifikasi di pendidikan dasar. SOKO GURU: Jurnal Ilmu Pendidikan, 1(1), 76–87. https://doi.org/10.55606/sokoguru.v1i1.1783
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Galuh Kartika Dewi, Ery Rahmawati

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.






