Efektivitas Game “Siapakah Aku” pada Wordwall Guna Mengembangkan Pengetahuan Peserta Didik dalam Bidang Bahasa Indonesia

Authors

  • Rahma Novia Budiati Universitas Dr. Soetomo
  • Noer Adhela Krisna Putri Achmad Universitas Dr. Soetomo
  • Fernanda Maulana Kusuma Putri Universitas Dr. Soetomo
  • Veronika Deta Junia Anjarwani Universitas Dr. Soetomo
  • Nensy Megawati Simanjuntak Universitas Dr. Soetomo

DOI:

https://doi.org/10.61132/morfologi.v3i5.2293

Keywords:

Educational Game, Effectiveness, Indonesian, Learning Outcomes, Wordwall

Abstract

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.

Downloads

Download data is not yet available.

References

Alghiffari, F., & Alam, M. (2024). Inovasi pembelajaran abad 21. Literasi Nusantara.

Arikunto, S. (2010). Prosedur penelitian: Suatu pendekatan praktik. Rineka Cipta.

Azwar, S. (2012). Reliabilitas dan validitas. Pustaka Pelajar.

Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). Sage.

Hanafiah, N., & Suhana, C. (2012). Konsep strategi pembelajaran. Refika Aditama.

Mulyasa, E. (2013). Pengembangan dan implementasi Kurikulum 2013. Remaja Rosdakarya.

Munir. (2017). Pembelajaran digital. Alfabeta.

Ningsih, Y., & Sari, N. (2021). Penggunaan media Wordwall dalam pembelajaran Bahasa Indonesia di SMP. Jurnal Pendidikan Bahasa dan Sastra, 10(2), 115–124. https://doi.org/10.31000/lgrm.v10i1.4089

Prastowo, A. (2015). Panduan kreatif membuat bahan ajar inovatif. DIVA Press.

Rusman. (2012). Belajar dan pembelajaran berbasis teknologi informasi. Kencana Prenada Media Group.

Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.

Suyanto, E., & Jihad, A. (2009). Model pembelajaran inovatif dan efektif. Diva Press.

Uno, H. B. (2009). Model pembelajaran: Menciptakan proses belajar mengajar yang kreatif dan efektif. Bumi Aksara.

Widoyoko, E. P. (2012). Evaluasi program pembelajaran: Panduan praktis bagi pendidik dan calon pendidik. Pustaka Pelajar.

Wordwall. (2024). About Wordwall. https://wordwall.net

Downloads

Published

2025-10-01

How to Cite

Rahma Novia Budiati, Noer Adhela Krisna Putri Achmad, Fernanda Maulana Kusuma Putri, Veronika Deta Junia Anjarwani, & Nensy Megawati Simanjuntak. (2025). Efektivitas Game “Siapakah Aku” pada Wordwall Guna Mengembangkan Pengetahuan Peserta Didik dalam Bidang Bahasa Indonesia. Morfologi : Jurnal Ilmu Pendidikan, Bahasa, Sastra Dan Budaya, 3(5), 188–198. https://doi.org/10.61132/morfologi.v3i5.2293

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.