Validasi Media Pembelajaran dengan Aplikasi Games Wordwall pada Materi Membiasakan Pola Hidup Sederhana dan Menyantuni Dhuafa Kelas XII Validation of Learning Media Using the Wordwall Games Application on the Topic of Practicing a Simple Lifestyle and Supporting the Needy for Grade XII Students
Main Article Content
Abstract
This article discusses the important role of learning media development through Wordwall game applications that aim to facilitate the learning process for students and teachers and make learning more interactive. In addition, this article also evaluates the feasibility of Wordwall-based learning media that will be used for material on simple lifestyles and supporting the poor. The research method used is Research and Development (R&D) with the 4D model (define, design, develop, and disseminate). However, this research only reached the develop stage and did not continue to the disseminate stage, because at develop only, the objectives of this research had been achieved. The method used in this research is validation conducted by media experts and material experts, which shows that this media can be applied properly. The validation results from material experts were 91% and 97%, while validation from media experts showed a percentage of 68% and 81%, which means that the developed product is feasible to be applied in the learning process. The use of interactive media such as Wordwall games is very important to improve student understanding and make learning more interesting. Suggestions for improvement from media experts related to aspects that can increase student attractiveness, such as the use of consistent colors and clear instructions or covers. It is hoped that this learning media can create learning that is more interactive, effective, and interesting and in accordance with student needs.
Downloads
Citation Metrics & Similar Scopus Articles
-
Irawati R. (2027)Enhancing accounting students’ writing performance through problem-based learning: Evidence from a vocational higher education contextMultidisciplinary Science Journal, 9(1)
-
Azhand A. (2027)Teaching Persian derivational affixes to non-Persian speakers from a Cognitive Morphology Approach: A case study of nominal suffixes (kar, gar, ban, baz, -ande)Language Related Research, 17(4), 469-497
-
Kenzhaliyev B.K. (2027)Predicting Copper Production Cycles in Hydrometallurgy with Interpretable Machine LearningKompleksnoe Ispolzovanie Mineralnogo Syra, 341(2), 5-15
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Abdul Sakti. (2023). Meningkatkan Pembelajaran Melalui Teknologi Digital. Jurnal Penelitian Rumpun Ilmu Teknik, 2(2), 212–219. https://doi.org/10.55606/juprit.v2i2.2025
Achyanadia, S. (2016). Peran teknologi pendidikan dalam meningkatkan kualitas sdm. Jurnal Teknologi Pendidikan, 5(1). https://doi.org/10.32832/tek.pend.v5i1.486
Agung Arimbawa, G. P. (2021). PENERAPAN WORD WALL GAME QUIS BERPADUKAN CLASSROOM UNTUK MENINGKATKAN MOTIVASI DAN. 2, 324–332. https://ojs.mahadewa.ac.id/index.php/ijed/article/view/1236
Akbar, A., Wahid, A., Bahri, S., Ansar, N. A., & Nur, A. (2023). Penerapan sistem teknologi pembelajaran dalam pendidikan nasional. Al-Ubudiyah: Jurnal Pendidikan Dan Studi Islam, 4(1), 119-130. https://doi.org/10.55623/au.v4i1.201
Anugrah, A., Istiningsih, S., Zain, M. I., & Kunci, K. (2022). Pengembangan Media Pembelajaran Wordwall Berbasis Game Edukasi Pada Mata Pelajaran IPS Kelas VI SDN 48 Cakranegara. PENDAGOGIA: Jurnal Pendidikan Dasar, 2(3), 208–216. https://jurnal.educ3.org/index.php/pendagogia/article/view/81
Arkadiantika, I., Ramansyah, W., Effindi, M. A., & Dellia, P. (2020). Pengembangan Media Pembelajaran Virtual Reality Pada Materi Pengenalan Termination Dan Splicing Fiber Optic. Jurnal Dimensi Pendidikan Dan Pembelajaran, 8(1), 29. https://doi.org/10.24269/dpp.v0i0.2298
Atawneh, S., Al-Akhras, M., Almomani, I., Liswi, A., & Alawairdhi, M. (2020). Collaborative mobile-learning architecture based on mobile agents. Electronics, 9(1), 162. https://doi.org/10.3390/electronics9010162
Efremova, N., Tsoy, N., & Платонова, И. В. (2023). The problems of digital training of specialists for the agro-industrial complex. E3S Web of Conferences, 381, 01088. https://doi.org/10.1051/e3sconf/202338101088
Fayrus, & Slamet, A. (2022). Model Penelitian Pengembangan (R n D).
Idzi’ Layyinnati. (2022). Pengembangan Media Pembelajaran Berbasis Website (WORDWALL) Mata Pelajaran Fiqih Kelas VII Di Madrasah Tsanawiyah Muhammadiyah 12 Palirangan Untuk Meningkatkan Hasil Belajar Siswa. Jurnal Pendidikan Islam, 8(1), 1–22. https://doi.org/10.37286/ojs.v8i1.128
Indrawan, F. Y., Irawan, E., Sayekti, T., & Muna, I. A. (2021). Efektivitas metode pembelajaran jigsaw daring dalam meningkatkan keterampilan kolaborasi siswa smp. Jurnal Tadris IPA Indonesia, 1(3), 259-268. https://doi.org/10.21154/jtii.v1i3.179
Inspire, L. (2021). PENGEMBANGAN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF LECTORA INSPIRE MATA PELAJARAN PEKERJAAN DASAR. 1(2), 114–122.
Kannan, S. and Ramakrishnan, K. (2023). Impact of mobile technology on collaborative learning in engineering studies. European Journal of Educational Research, volume-12-2023(volume-12-issue-1-january-2023), 397-406. https://doi.org/10.12973/eu-jer.12.1.397
Kobysheva, L., Luginina, A., Gafiatulina, N., & Artamonova, Y. (2021). Organization of higher education in context of digitalization: online learning experience at pandemic, development trends. E3S Web of Conferences, 273, 12052. https://doi.org/10.1051/e3sconf/202127312052
Li, R. (2021). Does game-based vocabulary learning app influence chinese efl learners’ vocabulary achievement, motivation, and self-confidence?. Sage Open, 11(1). https://doi.org/10.1177/21582440211003092
Magasvaran, V., Ukat, J., & Yunus, M. M. (2022). Boosting vocabulary mastery in primary school pupils by revolutionizing wordwall through c&k. International Journal of Academic Research in Progressive Education and Development, 11(1). https://doi.org/10.6007/ijarped/v11-i1/11852
Maydiantoro, A. (2021). Model-Model Penelitian Pengembangan (Research and Development). Respository LPPM Unila, 10, 1–8. http://repository.lppm.unila.ac.id/34333/1/Model-Model Penelitian dan Pengembangan.pdf
Mujahidin, A. A., Salsabila, U. H., Hasanah, A. L., Andani, M., & Aprillia, W. (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
Murtopo, A., Rahmaisyah, R., & Jusmaini, J. (2023). Peran teknologi pendidikan dalam perspektif merdeka belajar di era digital 4.0. Al-Afkar : Manajemen Pendidikan Islam, 11(02), 96-110. https://doi.org/10.32520/afkar.v11i02.626
Nugraha, D. and Nugraha, N. (2023). Workshop optimalisasi google classroom untuk guru sd it al-imam kuningan pada pandemi covid-19. Journal of Innovation and Sustainable Empowerment, 2(2), 46-52. https://doi.org/10.25134/jise.v2i2.23
Nurul, M., Arofatul Ilmi Uswatun Khasanah, L., & Mudayan, A. (2024). Pengembangan Media Game Edukasi Wordwall sebagai Media Pembelajaran Bahasa Indonesia Siswa Sekolah Dasar. Jurnal Studi Guru Dan Pembelajaran, 7(2), 780–789. https://doi.org/10.30605/jsgp.7.2.2024.4144
Nurwahidah, N., Samsuri, T., Mirawati, B., & Indriati, I. (2021). Meningkatkan keterampilan kolaborasi siswa menggunakan lembar kerja siswa berbasis saintifik. Reflection Journal, 1(2), 70-76. https://doi.org/10.36312/rj.v1i2.556
Rahmasari, R., Murdiono, M., & Sunarso, S. (2022). The influence of utilizing gamification media wordwall on the improvement of pancasila education learning outcomes. QALAMUNA: Jurnal Pendidikan, Sosial, Dan Agama, 14(2), 671-684. https://doi.org/10.37680/qalamuna.v14i2.3400
Okpatrioka Okpatrioka. (2023). Research And Development (R&D) Penelitian Yang Inovatif Dalam Pendidikan. Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100. https://doi.org/10.47861/jdan.v1i1.154
Salsabila, U. H., Spando, I. I. T., Astuti, W. D., Rahmadia, N. A., & Nugroho, D. W. (2023). Integrasi teknologi informasi dan komunikasi dalam bidang pendidikan islam. Jurnal Pendidikan, 11(1), 172-177. https://doi.org/10.36232/pendidikan.v11i1.3207
Satriani, S. (2018). Inovasi Pendidikan: Metode Pembelajaran Monoton ke Pembelajaran Variatif (Metode Ceramah Plus). Jurnal Ilmiah Iqra’, 10(1). https://doi.org/10.30984/jii.v10i1.590






















