Penggunaan Media Pembelajaran Interaktif Berbasis Game Untuk Meningkatkan Minat Belajar Matematika Siswa Kelas Ii Sd Negeri 2 Taman Negeri
Year: 2026
Type: article
Abstract: This study aims to enhance the curiosity and enthusiasm for learning mathematics among second-grade students at SD Negeri 2 Taman Negeri by utilizing interactive Games from the platform Wordwall as a learning medium. Conducted as a classroom action research project based on the Arikunto model, the study spanned two cycles—each consisting of planning, implementation, observation, and reflection phases—and involved 20 second-grade students. Data on learning interest were collected using a 16-item Likert-scale questionnaire, covering four indicators: feelings of enjoyment, attention, interest, and active engagement. The study was further supported by observation sheets and documentation. Data were analyzed using both quantitative and qualitative descriptive methods. The results indicate that the average percentage of learning interest increased from 48.93% (low category) prior to the cycles, to 72.98% (high category) in the first cycle, and reached 88.98% (very high category) in the second cycle—surpassing the 75% success threshold. All indicators of learning interest showed improvement, with active engagement experiencing the most significant increase. Wordwall serves as an effective alternative medium for boosting enthusiasm for learning mathematics in primary-level classrooms. It is recommended that teachers establish clear Game rules to ensure equitable participation for all students, that schools provide the necessary supporting equipment, and that future researchers test this medium with different subject matter using a comparative research design.
Institution: Universitas Nahdlatul Ulama Lampung
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W7224240345
