Learning Indonesian Culture is More Fun with Game-Based Learning Wordwall

Penulis

  • Fitria Fitria STKIP Kusuma Negara, Jakarta, Indonesia
  • Niken Vioreza STKIP Kusuma Negara, Jakarta, Indonesia
  • Alam Slamet Barkah STKIP Kusuma Negara, Jakarta, Indonesia

DOI:

https://doi.org/10.37640/

Kata Kunci:

Digital Wordwall Media, Game-Based Learning, Learning Outcomes, Science and Social

Abstrak

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.

Diterbitkan

2026-03-06

Terbitan

Bagian

Original research