Purpose of the study: This study aimed to examine the effect of a mobile-based educational game assisted by Wordwall on the digital literacy and creativity of fifth-grade elementary school students. Rapid technological development in the 21st century requires students to master digital literacy and creativity, yet classroom instruction at the research site still relies on conventional media that limits students' active engagement. Methodology: This research employed a quantitative approach with a quasi-experimental method using a nonequivalent control group design. The sample consisted of 60 fifth-grade students from SDN Tarikolot 01, Cibinong Subdistrict, Bogor Regency, selected through simple random sampling and divided into an experimental group (30 students), who received instruction using the Wordwall-assisted mobile educational game, and a control group (30 students), who were taught using PowerPoint slides and YouTube videos. Main Findings: The results showed a significant increase in the experimental group's mean scores, from 51.57 to 68.37 for digital literacy and from 18.37 to 25.90 for creativity. The MANOVA results revealed Pillai's Trace = 0.718, F = 72.571, Sig. = 0.000 (p < 0.05), indicating a significant simultaneous effect of the treatment on both variables. Partial analysis further confirmed significant effects on digital literacy (F = 147.143; R² = 0.717) and creativity (F = 95.774; R² = 0.623). Novelty/Originality of this study: These findings indicate that the Wordwall-assisted mobile educational game is an effective, interactive, and enjoyable learning medium that can enhance elementary students' digital literacy and creativity in line with the demands of 21st-century learning..
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