The Utilization of Wordwall Game Learning Media in Improving the Learning Outcomes of Grade VII Students in Pancasila Education Subjects at State Junior High School 10 Gorontalo City
Keywords:
Learning Media; Wordwall; Learning Outcomes; Pancasila Education; Classroom Action Research.Abstract
The integration of digital game-based learning media has become increasingly important in enhancing student engagement and learning outcomes. However, the utilization of interactive learning platforms in Pancasila Education at the junior secondary level remains limited. This study aims to examine the effectiveness of Wordwall game-based learning media in improving the learning outcomes of seventh-grade students in the Pancasila Education subject at SMP Negeri 10 Gorontalo City. The study employed Classroom Action Research (CAR) conducted in two cycles, with each cycle consisting of planning, action, observation, and reflection. Data were collected through learning outcome tests, classroom observations, and documentation. The findings indicate that student achievement improved substantially following the implementation of Wordwall. In Cycle I, the average score reached 73.33 with a classical mastery rate of 61.90%, while in Cycle II the average score increased to 85.90 and classical mastery improved to 80.95%, exceeding the predetermined success criteria. In addition, the use of Wordwall enhanced students' learning motivation, classroom participation, and self-confidence throughout the learning process. The study concludes that Wordwall game-based learning media is effective in improving learning outcomes and creating a more engaging learning environment in Pancasila Education, thereby contributing to the integration of interactive digital media in classroom instruction.
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