Interactive Anagram Games on Wordwall to Strengthen Indonesian Vocabulary in Primary Students
DOI:
https://doi.org/10.37640/Keywords:
Anagram, Indonesian Language, WordwallAbstract
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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Copyright (c) 2025 Siti Maryam, Sri Awan Asri, Syamzah Ayuningrum

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



