The Use of Word Wall-Based Educational Games to Improve Learning Motivation of Informatics Education Students

Advances in technology have encouraged the integration of digital media in the learning process. In this study, researchers utilized educational games based on Wordwall available through the wordwall.net platform. The purpose of this study was to evaluate the effect of using the Wordwall educational game on increasing students' learning motivation. The research method used was descriptive qualitative with 30 sixth semester students from the Informatics Education Study Program at Citra Bangsa University as subjects. A questionnaire was used as a data collection instrument to obtain information on the level of students' learning motivation after using the Wordwall learning media. The results showed that the implementation of Wordwall-based educational games made a positive contribution to student involvement in the learning process and encouraged increased learning motivation. Thus, Wordwall can be considered as an alternative to effective and interesting learning media.

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Publication Details

Journal
JUPE Jurnal Pendidikan Mandala
Published
2025-06-20
DOI
https://doi.org/10.58258/jupe.v10i2.8872
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

The Use of Word Wall-Based Educational Games to Improve Learning Motivation of Informatics Education Students

Maria Magdalena Beatrice Sogen, Dian Isti Arini Pua Lapu, Herlina Novitha Punuf, Lenny Mariana Seran Todo
JUPE Jurnal Pendidikan Mandala
Educational Games and Gamification
article

The Use of Word Wall-Based Educational Games to Improve Learning Motivation of Informatics Education Students

Maria Magdalena Beatrice Sogen, Dian Isti Arini Pua Lapu, Herlina Novitha Punuf, Lenny Mariana Seran Todo
article en

Abstract

Advances in technology have encouraged the integration of digital media in the learning process. In this study, researchers utilized educational games based on Wordwall available through the wordwall.net platform. The purpose of this study was to evaluate the effect of using the Wordwall educational game on increasing students' learning motivation. The research method used was descriptive qualitative with 30 sixth semester students from the Informatics Education Study Program at Citra Bangsa University as subjects. A questionnaire was used as a data collection instrument to obtain information on the level of students' learning motivation after using the Wordwall learning media. The results showed that the implementation of Wordwall-based educational games made a positive contribution to student involvement in the learning process and encouraged increased learning motivation. Thus, Wordwall can be considered as an alternative to effective and interesting learning media.

JUPE Jurnal Pendidikan MandalaVol. 10(2)
Universitas Nusa Bangsa (ID)
Openalex Percentile: Top 79%
Educational Games and Gamification
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