Analisis penggunaan media interaktif wordwall terhadap pengaruh belajar pada mata pelajaran ipa di tingkat sekolah dasar
DOI:
https://doi.org/10.62385/ijles.v4i1.281Keywords:
Wordwall, Media Interaktif, Motivasi BelajarAbstract
Learning science presents challenges, particularly in helping students understand concepts related to changes in the form of objects and maintaining their learning motivation. To address this, interactive game-based learning media like Wordwall can be utilized. This study aimed to analyze the effect of interactive Wordwall media on students’ learning outcomes in Natural Science (IPA) at the elementary school level. The research employed a quantitative approach with a quasi-experimental design involving two groups of Grade III students: an experimental class using Wordwall and a control class receiving conventional instruction. Data were collected through tests, questionnaires, and observations, then analyzed using paired and independent sample t-tests with SPSS.
The results showed that the average pre-test scores of the control and experimental classes were 69.50 and 69.85, respectively, while the post-test scores increased to 76.80 and 83.85. These findings indicate that students taught using Wordwall achieved significantly better learning outcomes than those taught through conventional methods. In addition, the use of Wordwall positively influenced students’ learning motivation and participation during the learning process, as reflected in their increased engagement and active involvement in classroom activities. Therefore, interactive Wordwall media is effective in improving both students’ conceptual understanding and learning motivation in elementary science education
Pembelajaran sains (IPA) di tingkat sekolah dasar memiliki tantangan tersendiri, khususnya dalam membantu siswa memahami konsep perubahan wujud benda serta menjaga motivasi belajar mereka. Untuk mengatasi hambatan tersebut, penggunaan media pembelajaran interaktif berbasis gim seperti Wordwall dapat menjadi solusi yang efektif. Penelitian kuantitatif dengan desain kuasi-eksperimen ini bertujuan untuk menganalisis pengaruh penggunaan media interaktif Wordwall terhadap hasil belajar IPA siswa kelas III SD. Data penelitian dikumpulkan melalui pre-test, post-test, kuesioner motivasi belajar, serta lembar observasi, yang kemudian dianalisis menggunakan uji-t sampel berpasangan (paired sample t-test) dan uji-t sampel independen (independent sample t-test) melalui program SPSS.
Hasil penelitian menunjukkan bahwa rata-rata nilai pre-test kelas kontrol dan eksperimen adalah sebesar 69,50 dan 69,85. Setelah diberikan perlakuan, nilai rata-rata post-test meningkat signifikan menjadi 76,80 pada kelas kontrol dan 83,85 pada kelas eksperimen. Temuan ini membuktikan bahwa siswa yang belajar menggunakan media Wordwall mencapai hasil belajar yang jauh lebih baik dibandingkan dengan metode konvensional. Selain itu, pemanfaatan Wordwall terbukti berdampak positif dalam meningkatkan motivasi dan keterlibatan aktif siswa secara langsung selama proses pembelajaran di kelas. Dengan demikian, media interaktif Wordwall sangat efektif untuk meningkatkan pemahaman konsep sekaligus motivasi belajar sains anak.
Downloads
References
Arimbawa, I. G. P. A. (2021). Penerapan Word Wall Game Quis Berpadukan Classroom untuk MeningkatkanMotivasi Dan Prestasi Belajar Biologi. Indonesian Journal of Educational Development, 2(2), 324–332.https://doi.org/10.5281/zenodo.5244716.
Darmawan, D. (2012). Inovasi pendidikan. Bandung: PT Remaja Rosdakarya.
Lestari, rizki dwi. (2021). Upaya Meningkatkan Motivasi Belajar Peserta Didik Dalam Pembelajaran Daring Melalui Media Game Edukasi Wordwall di Kelas IV SDN 01 Tanahbaya Tahun Pelajaran 2020/2021. Jurnal Ilmiah Profesi Guru, 02(02), 1–6.
Putri, M. (2020). Efektivitas Penggunaan Aplikasi Wordwall Dalam Pembelajaran Daring (Online) Matematika Pada Materi Bilangan Cacah. UIN Syarif Hidayatullah Jakarta, 1(1), 145–165.
Rohayati, Y., Astra, I. K. B., & Suwiwa, I. G. (2018). Pengembangan multimedia interaktif berbasis game edukasi materi kesehatan pada mata pelajaran pendidikan jasmani olahraga dan rekreasi. Jurnal IKA, 16(1), 33-43.
Rusman. (2013). Metode-metode pembelajaran: mengembangkan profesionalisme guru. Jakarta: PT Raja Grafindo Persada.
Suhada, S., Bahu, K., & Amali, L. N. (2020). Pengaruh metode pembelajaran mind map terhadap hasil belajar siswa. Jambura Journal of Informatics. 2(2), 86-94.
Sugiyono. (2014). Metode penelitian kuantitatif kualitatif dan R&D. Bandung: Alfabeta.
Triwiyanto, T. (2014). Pengantar pendidikan. Jakarta: PT Bumi Aksara.
Widyastuti, R., & Puspita, L. S. (2020). Pengembangan media pembelajaran berbasis game edukasi pada matpel IPA tematik kebersihan lingkungan. Paradigma–Jurnal Informatika dan Komputer, 22(1), 95-100.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Sri Mulyasari, Banun Havifah Cahyo Khositono, Elyas Djufri

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish in this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).






