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THE IMPACT OF GAMIFICATION BASED INTERACTIVE SCIENCE LEARNING MEDIA ON STUDENT ENGAGEMENT AND PROBLEM SOLVING SKILLS AMONG ELEMENTARY SCHOOL STUDENTS Muhammad Dekar; Fahmy Armanda; Yudi; Dinda Ramadhani; Dinda Widyastika
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 9 (2026): AUGUST
Publisher : RADJA PUBLIKA

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Abstract

This study aims to develop valid, practical, and effective gamification-based interactive science learning media using the Wordwall platform to enhance elementary school students' engagement and problem-solving skills. Employing a Research and Development (R&D) approach, this research combined the ADDIE model with a pre-experimental One-Group Pretest-Posttest Design at SD Negeri 060970 Medan Belawan during the even semester of the 2025/2026 academic year, involving 25 fourth-grade students. Data were collected using expert validation sheets, teacher and student response questionnaires, learning observation sheets, and essay tests. Expert validation confirmed the media's high validity, scoring 89.60% from material experts and 92.30% from media experts. Practicality assessments reached 92.66% from teachers and 87.06% from students. Cognitive test results showed a significant increase from a pretest mean of 60.94 to a posttest mean of 83.11 (a 36.4% gain), supported by a paired sample t-test (, ), a moderate average N-Gain score of 0.57, and an increase in active student engagement from 62% to 88%. Consequently, Wordwall-based learning media is valid, practical, and effective for elementary science education.