Penerapan Media Pembelajaran Wordwall dalam Menunjang Pemahaman Siswa MA Darul Lughah Wal Karomah pada Pembelajaran Bahasa Indonesia
DOI:
https://doi.org/10.55606/jubpi.v3i3.4154Keywords:
Concep, Language, Media, Motivation, WordwallAbstract
This study was motivated by the low motivation and boredom of students in learning Indonesian, which is still dominated by conventional methods and results in less optimal conceptual understanding. The purpose of this research is to implement Wordwall as an interactive learning medium to improve students’ conceptual comprehension, interest, and motivation. This research employed a qualitative method with a descriptive qualitative approach. The subjects were X students of MA Darul Lughah Wal Karomah Kraksaan. Data were collected through observation, interviews, and documentation. The findings revealed that Wordwall successfully created a more engaging and enjoyable learning atmosphere compared to traditional teaching methods. Its interactive features, such as quizzes, word-matching activities, and word-search exercises, stimulated students’ enthusiasm and encouraged them to actively engage with the material. The scoring system and timer also fostered a healthy sense of competition, which further motivated students to participate. However, some limitations were identified, including the possibility of cheating, the relatively small font size, and the time-consuming process of preparing questions. Despite these challenges, the implication of this study suggests that Wordwall can serve as an innovative alternative medium for teaching Indonesian, providing both meaningful learning experiences and enhanced learning quality.
References
Arsyad, A. (2017). Media pembelajaran. Jakarta: Rajawali Pers.
Dini Nuraeni, D., dkk. (2020). Analisis pemahaman kognitif matematika materi sudut menggunakan video pembelajaran matematika sistem daring di kelas IV B SDN Pintukisi. Jurnal Ilmiah Pendidikan Dasar, 5(1), 61–75. https://doi.org/10.23969/jp.v5i1.2915
Sidiq, U., & Choiri, M. M. (2019). Metode penelitian kualitatif di bidang pendidikan. Ponorogo: CV. Nata Karya. http://repository.iainponorogo.ac.id/484/1/METODE%20PENELITIAN%20KUALITATIF%20DI%20BIDANG%20PENDIDIKAN.pdf
Fathurrahman, M., & Sari, D. P. (2022). Penerapan media pembelajaran interaktif berbasis gamifikasi untuk meningkatkan motivasi belajar siswa sekolah menengah. Jurnal Pendidikan dan Teknologi, 8(2), 101–110. https://doi.org/10.23917/jpt.v8i2.2561
Hamid, M. A., & Surahman, E. (2021). Gamifikasi dalam pembelajaran digital: Konsep, manfaat, dan tantangan. Jurnal Teknologi Pendidikan, 23(1), 15–25. https://doi.org/10.21009/jtp.v23i1.21025
Hidayat, A., & Nugroho, R. (2021). Efektivitas penggunaan aplikasi Wordwall dalam pembelajaran daring masa pandemi. Jurnal Ilmiah Pendidikan, 5(3), 233–241. https://doi.org/10.31004/jip.v5i3.1234
Khairunisa, Y. (2021). Pemanfaatan fitur gamifikasi daring Maze Chase-Wordwall sebagai media pembelajaran digital mata kuliah statistika dan probabilitas. Mediasi, 2(1), 41–47. https://doi.org/10.46961/mediasi.v2i1.254
Khotimah, S. K. S. H. (2021). Pemanfaatan media pembelajaran, inovasi di masa pandemi Covid-19. Edukatif: Jurnal Ilmu Pendidikan, 3(4), 2149–2158. https://doi.org/10.31004/edukatif.v3i4.857
Mujahidin, A. A., et al. (2012). Pemanfaatan media pembelajaran daring (Quizizz, Sway, dan Wordwall) kelas 5 di SD Muhammadiyah 2 Wonopeti. Innovative: Journal of Social Science Research, 1(2), 552–560. https://doi.org/10.31004/innovative.v1i2.3109
Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 3(1), 171. https://doi.org/10.33511/misykat.v3n1.171
Oktaviani, S., & Mulyani, E. (2020). Media pembelajaran digital berbasis permainan edukatif: Alternatif pembelajaran abad 21. Jurnal Inovasi Teknologi Pendidikan, 7(1), 55–64. https://doi.org/10.21831/jitp.v7i1.35621
Pratama, R. A., & Suryadi, E. (2020). Pemanfaatan aplikasi Wordwall sebagai media pembelajaran interaktif di sekolah dasar. Jurnal Basicedu, 4(4), 1189–1196. https://doi.org/10.31004/basicedu.v4i4.490
Rahmawati, I., & Kurniawan, A. (2023). Integrasi Wordwall dengan metode diskusi kelompok dalam pembelajaran bahasa untuk meningkatkan keterlibatan siswa. Jurnal Kajian Pendidikan Bahasa, 11(2), 89–98. https://doi.org/10.26877/jkpb.v11i2.5678
Rusandi, & Rusli, M. (2021). Merancang penelitian kualitatif dasar/deskriptif dan studi kasus. Al-Ubudiyah: Jurnal Pendidikan dan Studi Islam, 2(1), 48–60. https://doi.org/10.55623/au.v2i1.18
Sudjana, N., & Rivai, A. (2019). Media pengajaran. Bandung: Sinar Baru Algensindo.
Susanto, H. A. (2015). Pemahaman pemecahan masalah berdasar gaya kognitif (1st ed.). Yogyakarta: Depublish.
Nurrita, T. (2018). Pengembangan media pembelajaran untuk meningkatkan hasil belajar siswa. Jurnal Misykat, 3(1), 171. https://doi.org/10.33511/misykat.v3n1.171
To’lqinova, D., & Khamidova, M. (2022). Effective ways of using Word Wall in primary education. Web of Scientist: International Scientific Research Journal, 3(5), 153–158.
Yusuf, M., & Widyaningsih, S. W. (2019). Gamification in education: The impact of game-based learning on student engagement and motivation. Journal of Educational Research and Practice, 9(1), 50–59. https://doi.org/10.5590/JERAP.2019.09.1.04
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Jurnal Bintang Pendidikan Indonesia

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





