Juan, Fransiskus Andi
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Analysis of Wordwall-Based Gamification Design in Science Learning on Force and Motion Material Juan, Fransiskus Andi; Ki'i, Oktavianus Ama; Panis, Isabel Coryunitha
Indonesian Journal of Instructional Media and Model Vol 7 No 1 (2025): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v7i1.6503

Abstract

In the digital learning era, integrating technology into the classroom is essential to enhance student engagement and improve learning outcomes. One widely used platform is Wordwall, which enables the creation of interactive and gamified learning activities. This study aims to examine the feasibility of a gamification-based learning design using Wordwall for teaching science topics, specifically force and motion. The research employed a descriptive quantitative method, involving 19 students from class VII B as the sample. Data were collected through observation, validity testing, and reliability testing. The validity assessment yielded a score of 67, indicating that the gamification design is feasible for classroom use. Furthermore, the reliability test showed a consistency level of 89.38 percent, demonstrating high reliability of the learning media. These findings suggest that the Wordwall-assisted gamification learning design is both valid and reliable for supporting science education on force and motion. The study contributes to the growing body of research on educational technology by providing empirical evidence of the effectiveness of gamified digital tools in enhancing learning experiences.
Gamification-Based Learning Design with Wordwall to Improve Learning Activities and Learning Outcomes Panis, Isabel Coryunitha; Ki'i, Oktavianus Ama; Juan, Fransiskus Andi; Freitas, Maria Lia Felizarda
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.96543

Abstract

Information and communication technology has brought about major changes in education, including more creative and engaging ways of teaching for students. Gamification, the application of game elements to non-game contexts, such as learning in schools, is a method that is starting to be widely used. This method is considered capable of increasing student engagement, motivation, and learning outcomes. However, media gamification in junior high school learning still faces many problems that need to be considered carefully. This study aims to (1) analyze student abilities as viewed from student activities when using Wordwall-assisted gamification learning design and (2) analyze student abilities as viewed from student learning outcomes after implementing Wordwall-assisted gamification learning design. This study uses the pre-experimental designs (non-designs) method with a one-group pretest-posttest design. The results of the study indicated that this media design met the eligibility criteria with a validity score of 0.67. The observation of student activities yielded an average score of 85.67%, placing it in the very high category. Apart from that, gamification-based learning with Wordwall also improves student learning outcomes, with an N-Gain value of 0.726, which is classified as high. The average initial test score of 31.5 increased to 80.3 in the final test, which shows a significant increase in student learning achievement. The results indicate that Wordwall media, which is designed with gamification principles, improves student learning outcomes and increases their learning activities. This makes learning more interactive and fun and encourages students to participate more actively in it.