THE IMPACT OF GAMIFICATION BASED INTERACTIVE SCIENCE LEARNING MEDIA ON STUDENT ENGAGEMENT AND PROBLEM SOLVING SKILLS AMONG ELEMENTARY SCHOOL STUDENTS
Published:
2026-08-31Downloads
Abstract
This study aims to develop valid, practical, and effective gamification-based interactive science learning media using the Wordwall platform to enhance elementary school students' engagement and problem-solving skills. Employing a Research and Development (R&D) approach, this research combined the ADDIE model with a pre-experimental One-Group Pretest-Posttest Design at SD Negeri 060970 Medan Belawan during the even semester of the 2025/2026 academic year, involving 25 fourth-grade students. Data were collected using expert validation sheets, teacher and student response questionnaires, learning observation sheets, and essay tests. Expert validation confirmed the media's high validity, scoring 89.60% from material experts and 92.30% from media experts. Practicality assessments reached 92.66% from teachers and 87.06% from students. Cognitive test results showed a significant increase from a pretest mean of 60.94 to a posttest mean of 83.11 (a 36.4% gain), supported by a paired sample t-test (, ), a moderate average N-Gain score of 0.57, and an increase in active student engagement from 62% to 88%. Consequently, Wordwall-based learning media is valid, practical, and effective for elementary science education.
Keywords:
Gamification Wordwall Student Engagement Problem-Solving SDN 060970 Medan BelawanReferences
Alimuddin, A., Juntak, J. N. S., Jusnita, R. A. E., Murniawaty, I., & Wono, H. Y. (2023). Teknologi dalam pendidikan: Membantu siswa beradaptasi dengan revolusi industri 4.0. Journal on Education, 5(4), 11777-11790.
Artini, D. A. (2025). Menumbuhkan Pemahaman Konsep Energi Intelektual Pada Siswa Sekolah Dasar Dengan Metode Gamifikasi. Intelektual: Jurnal Ilmiah Multidisiplin Mahasiswa dan Akademisi, 1(2), 37-47.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper & Row.
Dekar, M., Sitorus, R. H., & Ariantika, P. (2022). Meta-analisis efektivitas penggunaan media video terhadap hasil belajar siswa SD pada mata pelajaran IPA. Jurnal of Teacher Education, 4(2), 1324-1331.
Dekar, M., Widyastika, D., & Sitorus, R. H. (2024). The task of a science teacher is to create governance of the learning and emotional environment for elementary school students. Jurnal Scientia, 13(1), 925-932.
Dekar, M., Widyastika, D., Wahyudi, D. A., Ramadhan, T. M. H., Armanda, F., & Ritongga, N. (2026). Media Digital dan Pendekatan Saintifik: Membangun Kesadaran Lingkungan di SDN 060970 Medan Belawan. Paedagogie, 21(1), 669-676.
Khaer, E. P. U., Jailani, Purwati, S., Makkadafi, S. P., & Rambitan, V. M. M. (2026). Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Media Flashcard Berbasis Gamifikasi terhadap Kemampuan Pemecahan Masalah dan Hasil Belajar Siswa pada Mata Pelajaran IPA Kelas VII. PENDIPA Journal of Science Education, 10(3), 726-735.
Laela, W., & Sunanto, L. (2025). Pengembangan Media Pembelajaran Interaktif Berbasis QuizWhizzer untuk Meningkatkan Pemahaman Konsep dan Partisipasi Siswa Sekolah Dasar. Ar-Rasyid: Jurnal Publikasi Penelitian Ilmiah, 1(6), 1192-1207.
Mayer, R. E. (2023). Multimedia learning: Principles and applications. New York: Cambridge University Press.
Mulyati, S., & Supardi, U. S. (2025). Peranan Media Pembelajaran Interaktif Berbasis Gamifikasi (Wordwall) untuk Meningkatkan Hasil Belajar Mata Pelajaran Ilmu Pengetahuan Alam. TEACHER: Jurnal Inovasi Karya Ilmiah Guru, 5(2), 94-103.
Putra, D. S., Praptiyono, K., & Mujiyanto. (2026). Efektivitas Media Pembelajaran Interaktif Berbasis Permainan Kahoot untuk Meningkatkan Evaluasi Hasil Belajar. Edu Cendikia: Jurnal Ilmiah Kependidikan, 6(02), 1674-1689.
Ramadhani, S., & Handoyo, R. R. (2026). Peningkatan Kemampuan Pemahaman Konsep Limbah Anorganik Melalui Video Animasi Edukatif Berbasis Visual Auditori Kinestetik. Edu Cendikia: Jurnal Ilmiah Kependidikan, 6(02), 2010-2026.
Ryan, R. M., & Deci, E. L. (2023). Self-Determination Theory: Basic psychological needs in motivation, development, and wellness (2nd ed.). New York: Guilford Press.
Samosir, A. T. B., & Edi, S. (2026). Pengembangan Media Pembelajaran E-Booklet pada Materi Sistem Ekskresi Manusia untuk Meningkatkan Hasil Belajar Siswa Kelas XI SMAN 8 Medan. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(03), 331-343.
Sappaile, B. I. (2024). The Impact of Gamification Learning on Student Motivation in Elementary School Learning. Scientechno: Journal of Science and Technology, 3(2), 1-13.
Sari, N., & Wulandari, R. (2023). Penggunaan media visual dalam meningkatkan pemahaman konsep siswa. Jurnal Teknologi Pendidikan, 1(1), 75-85.
Wulandari, D. (2019). Pengaruh Strategi Pembelajaran Predict Discuss Explain Observe Discuss Explain (PDEODE) Berbantuan Bahan Ajar Gamifikasi pada Materi Peluang terhadap Kemampuan Pemahaman Konsep Matematis Siswa SMP. Skripsi, UIN Raden Intan Lampung.
License
Copyright (c) 2026 Muhammad Dekar, Fahmy Armanda, Yudi, Dinda Ramadhani, Dinda Widyastika

This work is licensed under a Creative Commons Attribution 4.0 International License.










