This study was motivated by the low mathematics learning outcomes of fourth-grade students, which were caused by teacher-centered learning, low student engagement, and a lack of variation in instructional media. One alternative to enhance students’ motivation and learning outcomes is the use of gamified learning media, such as Wordwall. This research aims to determine the effect of gamification-based Wordwall media on students’ mathematics learning outcomes at SDN Godog 02 in the 2024/2025 academic year. The study employed a quantitative method with a pre-experimental design using a one-group pre-test and post-test model. The sample consisted of all 16 students in the fourth grade. Data were collected through observation, tests and documentation, and analyzed using IBM SPSS Statistics 23. The results indicated an increase in the average score from pretest to posttest, with the posttest mean reaching 85.00. A hypothesis test using a paired sample t-test yielded a significance value of 0.000 < 0.05, indicating that H₀ is rejected and Hₐ is accepted. Thus, the use of gamification-based Wordwall media has a significant effect on the mathematics learning outcomes of fourth-grade students.
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