THE IMPLEMENTATION ANALYSIS OF WORDWALL GAME BASED LEARNING ON LEARNING MOTIVATION IN CLASS X TKJ 1 STUDENTS SMKN 1 KENDIT
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Dyan Yuliana, Malika Khoiriyah, Siti Seituni

THE IMPLEMENTATION ANALYSIS OF WORDWALL GAME BASED LEARNING ON LEARNING MOTIVATION IN CLASS X TKJ 1 STUDENTS SMKN 1 KENDIT

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Introduction

The implementation analysis of wordwall game based learning on learning motivation in class x tkj 1 students smkn 1 kendit. Discover how Wordwall game-based learning boosts motivation and engagement in Class X TKJ 1 SMKN 1 Kendit students, transforming monotonous lessons into fun, interactive experiences for computer network engineering.

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Abstract

In today's digital era, the development of information and communication technology has brought changes in various aspects of life, including education. Technology is not only a tool, but also an inseparable part of the learning process. The problem that occurs in class X TKJ 1 SMKN 1 Kendit is the low learning motivation of students caused by the monotonous and uninteresting learning process. This is seen from the lack of student participation in asking and answering questions. In addition, the monotonous model of questions also triggers boredom in students and does not provide variety and appeal to students. One media that can be used is a Wordwall-based game-based learning media designed to increase student engagement and learning motivation. The purpose of this study is to implement Wordwall - based game-based learning media in the learning process and determine its effectiveness in increasing the learning motivation of class X TKJ 1 SMKN 1 Kendit students. The approach used in this study is a qualitative approach with an interactive qualitative research type. In this study, the type of interactive qualitative research used is a case study, with a purposive sampling technique. Data collection techniques used are observation, interviews, and documentation. The data analysis techniques used include data collection in the field, data reduction, data presentation, as well as drawing conclusions and verification. The results of the study indicate that students are more motivated and interested in learning with this Wordwall media. The implementation of Wordwall-based game-based learning creates a fun learning atmosphere, and adds new insights and experiences, so that students' learning motivation increases. So, it can be concluded that the implementation of Wordwall -based game-based learning media is effective and appropriate to be implemented in the Basics of Computer Network Engineering and Telecommunications in class X TKJ 1 SMKN 1 Kendit.


Review

This paper investigates the application of Wordwall game-based learning to address the pervasive issue of low student motivation in the digital age, specifically within Class X TKJ 1 at SMKN 1 Kendit. The authors highlight a critical problem: conventional, monotonous teaching methods are failing to engage students, leading to a noticeable lack of participation in classroom activities and a decline in overall learning enthusiasm. Against this backdrop, the study proposes Wordwall as an innovative, technology-driven solution. The primary objective is to implement this game-based learning medium and subsequently evaluate its efficacy in significantly enhancing student motivation. Employing a qualitative research approach, specifically an interactive qualitative case study design with purposive sampling, the study meticulously gathered data through observations, interviews, and documentation. This multi-faceted data collection strategy was followed by a systematic analysis process involving data collection, reduction, presentation, and verification of conclusions. The core findings robustly indicate a positive impact: students exhibited increased motivation and heightened interest in their learning activities when exposed to the Wordwall media. The research demonstrates that this integration fostered a more enjoyable learning environment, enriched students with novel insights, and provided fresh learning experiences, collectively contributing to a measurable uplift in their learning motivation. In conclusion, the study unequivocally asserts that the implementation of Wordwall-based game-based learning media proves to be both effective and highly appropriate for the specific context of Basic Computer Network Engineering and Telecommunications in Class X TKJ 1. The findings underscore the potential of gamified learning tools to transform traditionally disengaging subjects into interactive and stimulating experiences. This research provides valuable insights for educators seeking practical strategies to leverage technology for improving student engagement and motivation, particularly in vocational education settings grappling with similar motivational challenges.


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