The Application of Wordwall Digital Game-Based Learning to Enhance Digital Etiquette Literacy, Learning Motivation, and Student Engagement

This study examines the application of the Digital Game-Based Learning (DGBL) approach, utilizing the Wordwall platform, to enhance students’ digital etiquette literacy, learning motivation, and engagement. Employing a quantitative method with a quasi-experimental one-group pretest–posttest design, the research involved 50 students from class XI.13 at SMAN 12 Tangerang Regency, selected using a saturated sampling technique. Data were collected through questionnaires and assessment items developed based on indicators of digital literacy, motivation, and student engagement. The results were analyzed using a paired-sample t-test to determine the significance of the changes before and after the intervention. Findings indicate that the DGBL approach using Wordwall effectively increased students’ learning motivation and engagement. However, digital etiquette literacy did not significantly improve, suggesting the need for more immersive, simulation-based game designs to foster ethical digital behavior.

Authors

Institutions

Publication Details

Journal
Jurnal Inovasi Pendidikan Ekonomi (JIPE)
Published
2025-06-29
DOI
https://doi.org/10.24036/011335400
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Application of Wordwall Digital Game-Based Learning to Enhance Digital Etiquette Literacy, Learning Motivation, and Student Engagement

Dadang Saepuloh, Ima Rahmawati
Jurnal Inovasi Pendidikan Ekonomi (JIPE)
Educational Methods and Media Use
article

The Application of Wordwall Digital Game-Based Learning to Enhance Digital Etiquette Literacy, Learning Motivation, and Student Engagement

Dadang Saepuloh, Ima Rahmawati
article en

Abstract

This study examines the application of the Digital Game-Based Learning (DGBL) approach, utilizing the Wordwall platform, to enhance students’ digital etiquette literacy, learning motivation, and engagement. Employing a quantitative method with a quasi-experimental one-group pretest–posttest design, the research involved 50 students from class XI.13 at SMAN 12 Tangerang Regency, selected using a saturated sampling technique. Data were collected through questionnaires and assessment items developed based on indicators of digital literacy, motivation, and student engagement. The results were analyzed using a paired-sample t-test to determine the significance of the changes before and after the intervention. Findings indicate that the DGBL approach using Wordwall effectively increased students’ learning motivation and engagement. However, digital etiquette literacy did not significantly improve, suggesting the need for more immersive, simulation-based game designs to foster ethical digital behavior.

Jurnal Inovasi Pendidikan Ekonomi (JIPE)Vol. 15(1)
Universitas Islam Syekh Yusuf (ID)
Openalex Percentile: Top 75%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.