R. Seoharso
Universitas Negeri Semarang

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Development of Game-Based Game-Based Learning on World War I Materials to Increase the Learning Motivation of Grade XI Students of SMA Negeri 6 Semarang Adisti Ayuningtyas; R. Seoharso
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.48031

Abstract

This research is motivated by the low learning motivation of students in history subjects, particularly in the World War I material which possesses high narrative and chronological complexity. This study aims to develop and test the feasibility of Wordwall-based interactive learning media using a Game-Based Learning approach at SMA Negeri 6 Semarang. The methodology employed is Research and Development (R&D) with the 4D development model (Define, Design, Develop, Disseminate). Data were collected through observations, interviews, and Likert scale questionnaires distributed to 31 eleventh-grade students. Data analysis was conducted using descriptive quantitative methods to measure the media's feasibility level. The results at the Disseminate stage show that the Wordwall media achieved a feasibility rate of 82.39% categorized as Very Feasible. The findings indicate that the use of gamification features and interactivity in Wordwall effectively escalates students' learning motivation and shifts the history learning paradigm towards a more dynamic and students-centered approach.