Interactive Anagram Games on Wordwall to Strengthen Indonesian Vocabulary in Primary Students

Authors

  • Siti Maryam Primary School Teacher Education Program STKIP Kusuma Negara, Jakarta, Indonesia
  • Sri Awan Asri STKIP Kusuma Negara Jakarta
  • Syamzah Ayuningrum STKIP Kusuma Negara Jakarta

DOI:

https://doi.org/10.37640/

Keywords:

Anagram, Indonesian Language, Wordwall

Abstract

This study was conducted with the aim of improving the vocabulary knowledge of first-grade elementary school students by utilizing Wordwall-based anagram game media. Vocabulary is a fundamental component of language learning, and young learners often face challenges in acquiring and remembering new words. By using an interactive and engaging learning medium such as Wordwall, the study sought to make the vocabulary learning process more enjoyable and effective. The research employed the Classroom Action Research (CAR) method, following the Kemmis & McTaggart model, and was implemented in two cycles. The research subjects consisted of 32 first-grade students at SDN Kalisari 01 Pagi, East Jakarta. Various instruments were used to collect data, including classroom observations, student interviews, non-written tests, and documentation of learning activities. The results indicated a notable improvement in students’ vocabulary knowledge over the course of the research. During the pre-cycle assessment, only 5 students (15.6%) met the mastery criteria. This number increased to 16 students (53.12%) in Cycle 1 and further improved to 30 students (93.75%) in Cycle II. These findings demonstrate that Wordwall-based anagram games are an effective medium for teaching the Indonesian language, enhancing vocabulary acquisition, and supporting active learning among first-grade students.

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Published

06-03-2026

Issue

Section

Original research