Analisis Penggunaan Permainan Wordwall dalam Meningkatkan Motivasi dan Hasil Belajar Siswa pada Pembelajaran Ekonomi

Ajeng Fenindia Erfinia, Aviva Dwi Lestari, Nabil Yusran Musyaffa

Abstract


The purpose of this research is to examine the use of the Word Wall game in increasing the
motivation and learning outcomes of class XI students at SMA Negeri 3 Malang. The research
design used is quantitative descriptive research, using a questionnaire method. The
questionnaire was distributed to students using Google Form. The data used in this research
was obtained through the questionnaire in the form of a survey questionnaire. The results
showed that the majority of respondents agree that the word wall game in economics learning
can increase students' enthusiasm for learning economics with the word wall learning game.
The final part of the questionnaire regarding the word wall learning game can improve student
learning outcomes, including daily assignment scores and daily tests on economics subjects,
50% responded agree, 29.5% responded strongly agree, and the remaining 20.5% respond quite
agree.

Keywords: motivation, learning, Gamification

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References


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