Learning Indonesian Culture is More Fun with Game-Based Learning Wordwall
DOI:
https://doi.org/10.37640/Kata Kunci:
Digital Wordwall Media, Game-Based Learning, Learning Outcomes, Science and SocialAbstrak
The learning outcomes of Natural and Social Sciences (IPAS) about Indonesia's cultural richness at MI RM Darul Abror are still below the established standards, which are an average of 60 out of 75. This study aims to improve the learning outcomes of fourth-grade students through the Game Based Learning method with Wordwall digital media. The method used is Classroom Action Research (CAR) in three cycles. The results show an increase in the average value from 63.75 in cycle I, 72.08 in cycle II, to 78.00 in cycle III. This method creates a fun learning atmosphere, increases active participation, and encourages teacher creativity in compiling teaching materials.
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Hak Cipta (c) 2025 Fitria Fitria, Niken Vioreza, Alam Slamet Barkah

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



