Pengaruh Pembelajaran Berbasis Permainan Edukasi Berbantuan Wordwall terhadap Kemampuan Operasi Hitung Bilangan Cacah Siswa Sekolah Dasar
Downloads
How to Cite
Penelitian ini dilatarbelakangi oleh rendahnya kemampuan operasi hitung bilangan cacah siswa sekolah dasar serta penggunaan model pembelajaran yang kurang menarik dan belum mampu mengoptimalkan keaktifan siswa. Meskipun pembelajaran berbasis permainan telah banyak diterapkan, pemanfaatan media digital seperti Wordwall dalam meningkatkan kemampuan operasi hitung bilangan cacah pada siswa kelas III sekolah dasar masih belum banyak dikaji secara spesifik. Penelitian ini bertujuan untuk menganalisis pengaruh pembelajaran menggunakan model Game-Based Learning berbantuan Wordwall terhadap kemampuan operasi hitung bilangan cacah siswa kelas III SDN 1 Milangodaa. Penelitian ini menggunakan metode kuasi eksperimen dengan desain nonequivalent pretest–posttest control group design. Sampel penelitian berjumlah 40 siswa yang terdiri atas 20 siswa kelas eksperimen dan 20 siswa kelas kontrol. Teknik pengumpulan data menggunakan tes yang diberikan pada saat pretest dan posttest. Analisis data dilakukan menggunakan uji t (independent sample t-test) terhadap skor posttest. Hasil penelitian menunjukkan bahwa rata-rata nilai kelas eksperimen meningkat dari 72 menjadi 85, sedangkan kelas kontrol dari 70 menjadi 74. Hasil uji hipotesis menunjukkan bahwa nilai t hitung = 10,3023 lebih besar dari t tabel = 1,686 pada taraf signifikansi 0,05 sehingga H₀ ditolak. Nilai effect size sebesar 3,9846 menunjukkan adanya pengaruh yang signifikan dengan kecenderungan efek yang besar, namun interpretasinya dilakukan secara hati-hati mengingat ukuran sampel yang terbatas. Dengan demikian, pembelajaran menggunakan model Game Based Learning berbantuan Wordwall berpengaruh signifikan terhadap kemampuan operasi hitung bilangan cacah siswa.
The Effect of Game-Based Learning Assisted by Wordwall on Elementary School Students’ Ability in Whole Number Arithmetic Operations
Abstract
This study is motivated by the low ability of elementary school students in performing arithmetic operations on whole numbers, as well as the use of learning models that are less engaging and have not been able to optimize student activeness. Although game-based learning has been widely applied, the use of digital media such as Wordwall in improving whole number arithmetic skills among third-grade elementary students has not been widely studied in a specific context.This study aims to analyze the effect of Game-Based Learning assisted by Wordwall on the arithmetic operation skills of whole numbers among third-grade students at SDN 1 Milangodaa.This research employed a quasi-experimental method with a nonequivalent pretest–posttest control group design. The sample consisted of 40 students, divided into 20 students in the experimental class and 20 students in the control class. Data were collected using tests administered during the pretest and posttest. Data analysis was conducted using the independent sample t-test on posttest scores.The results showed that the average score of the experimental class increased from 72 to 85, while the control class increased from 70 to 74. The hypothesis testing results indicated that t calculated = 10.3023 is greater than t table = 1.686 at a significance level of 0.05, thus H₀ is rejected. The effect size value of 3.9846 indicates a significant effect with a large effect tendency; however, the interpretation should be made cautiously considering the limited sample size.Therefore, learning using the Game-Based Learning model assisted by Wordwall has a significant effect on students' ability in performing arithmetic operations on whole numbers.
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4), em2423. https://doi.org/10.29333/ejmste/14377
Dotutingg, M. (2023). Pengaruh penggunaan media Wordwall terhadap keaktifan dan motivasi belajar siswa sekolah dasar. Jurnal Pendidikan Dasar, 7(2), 120–128
Fitriadi, A., & Tawakal, H. A. (2021). Analisis dan pengembangan sistem pembelajaran matematika berbasis permainan pada mode operasi dasar. Jurnal Informatika Terpadu, 7(2), 62–69. https://doi.org/10.54914/jit.v7i2.358
Hattie, J., & Timerley, H. (2007). The power of feedback. Review of Educational Research, 77(1), 81–112. https://doi.org/10.3102/003465430298487
Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806
Kurniawan, D. E. (2021). Pengaruh Metode Pembelajaran Daring terhadap Minat Belajar Mahasiswa di Masa Pandemi Covid-19. Jurnal Education and Development, 9(2), 47–51. https://doi.org/10.37081/ed.v9i2.2442
Lubis, E. M. S., Suryani, D. R., Fitriani, F., & Safitri, A. (2023). Pembelajaran Matematika Menyenangkan bagi Anak Usia Dini melalui Media Puzzle Interaktif. Buhuts Al Athfal: Jurnal Pendidikan Dan Anak Usia Dini, 3(1), 19–33. https://doi.org/10.24952/alathfal.v3i1.7908
Manurung, A., Halim, A., & Rasyid, A. (2021). Mathematics Literacy Movement for Students to Increase Creative Thinking Ability at SDN Kenari 07 Pagi. Jurnal Karya Abdi, 1. https://www.ejournal.unisi.ac.id/index.php/karya/article/view/1165
Meliana, M., Suwindia, I. G., & Winangun, I. M. A. (2025). Efektivitas Media Pembelajaran Digital terhadap Kemampuan Literasi Numerasi Siswa. JIIP-Jurnal Ilmiah Ilmu Pendidikan, 8(1), 862–867. https://doi.org/10.54371/jiip.v8i1.6578
Qomaria, E. (2024). Penerapan model Game Based Learning berbantuan Wordwall untuk meningkatkan hasil belajar siswa. Jurnal Inovasi Pembelajaran, 9(1), 45–53.
Sawaludin, R. (2024). Efektivitas Game Based Learning menggunakan Wordwall dalam meningkatkan hasil belajar matematika siswa. Jurnal Pendidikan Matematika, 8(1), 67–75.
Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game-based learning on students’ mathematics achievement: A meta-analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347
Van der Ven, F., Segers, E., Takashima, A., & Verhoeven, L. (2017). Effects of a tablet game intervention on simple addition and subtraction fluency in first graders. Computers in Human Behavior, 72, 200–207. https://doi.org/10.1016/j.chb.2017.02.031
Wisniewski, B., Zierer, K., & Hattie, J. (2020). The power of feedback revisited: A meta-analysis of educational feedback research. Frontiers in Psychology, 10, 3087. https://doi.org/10.3389/fpsyg.2019.03087
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265. https://doi.org/10.1037/a0031311
Copyright (c) 2026 Duyi Defi Kaiha, Syamsu Qamar Badu, Lailany Yahya

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish with Empiricism Journal agree to the following terms:
- For all articles published in Empiricism Journal, copyright is retained by the authors. Authors give permission to the publisher to announce the work with conditions. When the manuscript is accepted for publication, the authors agrees to implement a non-exclusive transfer of publishing rights to the journals.
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).

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