This study aims to develop game-based learning media using the Wordwall website and to determine its feasibility and effectiveness in improving the economics learning outcomes of Grade X students at SMA Negeri 5 Medan regarding the topic of Markets and Economic Activities. The study was motivated by the fact that the economics learning evaluation process was still being conducted using conventional paper-based methods, which failed to sufficiently engage students or spark their interest during lessons. A Research and Development (R&D) approach was employed, utilizing the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Participants were selected via purposive sampling: Class X-9 served as the experimental group using the Wordwall-based media, while Class X-12 served as the control group using conventional instruction. Media feasibility was assessed by three validators, a media expert, a subject matter expert, and an instructional practitioner, while effectiveness was measured through pre-test and post-test results analyzed using the Independent Sample T-Test and N-Gain test. The results indicate that the game-based learning media on Wordwall is highly feasible for use, with validation scores of 90.8% from the media expert, 97.1% from the subject matter expert, and 97.2% from the instructional practitioner, resulting in an average score of 95% (categorized as “highly feasible”). The Independent Sample T-Test yielded a significance value of 0.002 (< 0.05), indicating a significant difference in learning outcomes between the experimental and control groups. The N-Gain test showed a 0.70 gain for the experimental group and a 0.55 gain for the control group. Thus, it can be concluded that the game-based learning media on Wordwall is both feasible and effective for use as an evaluation tool in economics education to improve the learning outcomes of Grade X students at SMA Negeri 5 Medan.