This study is motivated by the low learning outcomes of students in Pancasila Education, which are caused by learning that tends to be theoretical, less interactive, and lacks the use of innovative learning media. This study aims to determine the effect of Wordwall-based educational game learning on the learning outcomes of tenth-grade students at SMAN 1 Suliki. The research method used is a quasi-experimental design with a posttest-only control design involving two classes, namely the experimental class using Wordwall media and the control class using conventional learning methods. The research instrument was a multiple-choice test that had been tested for validity, reliability, discrimination power, and difficulty level, and was analyzed using the Mann-Whitney U test. The results showed that there was a significant effect of using Wordwall on learning outcomes, with a significance value of 0.000 < 0.05. In addition, the rank test (Mean Rank) results indicated that the experimental class obtained a score of 42.69, which was higher than the control class with a score of 17.73. The average learning outcomes of the experimental class were also higher than those of the control class, indicating that the use of Wordwall is more effective in improving students' understanding. Thus, Wordwall-based educational game learning can be an effective alternative learning media to improve students' learning outcomes in Pancasila Education.