PENGARUH MODEL PEMBELAJARAN GAMES BASED LEARNING ( GBL) BERBANTUAN APLIKASI WORDWALL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN 26 RIMBO KALUANG

  • Elsi Afifah Universitas Negeri Padang
  • Abna Hidayati Universitas Negeri Padang
  • Nofri Hendri Universitas Negeri Padang
  • Rahmi Pratiwi Universitas Negeri Padang
Keywords: Games Based Learning, Wordwall, Learning Outcomes, Natural And Social Sciences

Abstract

This study aims to determine the effect of the Games Based Learning (GBL) learning model assisted by the Wordwall application on student learning outcomes in Natural and Social Sciences (NaSS) class IV SDN 26 Rimbo Kaluang, found problems such as low student learning outcomes that have not reached KKTP 75, the learning model is still not varied which makes the learning atmosphere seem boring, less attractive to students so that learning has not been achieved optimally. Learning is still centered on educators, it can be seen that educators dominate learning activities, so that students are less involved in finding contextual problems that are being studied. This type of research is quantitative research using the Quasy Experiment approach. The population in the study were fourth grade students of SDN 26 Rimbo Kaluang. The sampling technique used Total Sampling technique, where the samples in this study were class IV students. A (Experiment Class) and class IV.B (Control Class), each class consisting of 22 students. Data collection techniques using tests in the form of objective questions as many as 20 items that have been tested for validity. After obtaining data on learning outcomes, normality test and homogeneity test were carried out, then continued with the t-test. The results of this study indicate the average value of students who use the Games Based Learning learning model assisted by a t-test.

References

Arimbawa, I. G. P. A. (2021). Penerapan Wordwall Game Quis Berpadukan Classroom Untuk Meningkatkan Motivasi Dan Prestasi Belajar Biologi. Indonesian Journal Of Educational Development, 2(2), 324–332. Https://Doi.Org/10.5281/Zenodo.5244716
Hermawan, W. (2024). Sosialisasi Pemanfaatan Game Base Learning (Gbl) Dalam Pembelajaran Di Smp N 2 Ngronggot. Communnity Development Journal, 5(1), 1263–1269.
Luh, N., Andika, P., Agustini, K., & Sudatha, I. G. W. (2025). Studi Literatur Review : Peran Media Game Based Learning Terhadap Pembelajaran. 14(1), 799–812.
Maharani Dkk. (2024). Efektivitas Model Pembelajaran Game-Based Learning Terhadap Hasil Belajar Peserta Didik Pada Pembelajaran Ips Kelas Vii Smp Negeri 6 Pontianak. Journal On Education, 06(03), 16677–16684. Https://Jonedu.Org/Index.Php/Joe/Article/View/5403
Maryam, S., Sunaengsih, C., & Sujana, A. (2024). Penggunaan Wordwall Berbantuan Game Based Learning Terhadap Kemampuan Kognitif Siswa. Edukatif : Jurnal Ilmu Pendidikan, 6(4), 2859–2867. Https://Doi.Org/10.31004/Edukatif.V6i4.6948
Nenohai, J. M. H., Garak, S. S., Ekowati, C. K., & Udil, P. A. (2021). Pelatihan Dan Pendampingan Implementasi Aplikasi Wordwall Dalam Pembelajaran Matematika Bagi Guru Kelas Rendah Sekolah Dasar Inpres Maulafa Kota Kupang. Jurnal Nasional Pengabdian Masyarakat, 2(2), 101–110. Https://Doi.Org/10.47747/Jnpm.V2i2.574
Novela, D., & Erita, Y. (2025). Pengembangan Media Pembelajaran Ipas Menggunakan Platform Wordwall Berbasis Model Pembelajaran Radec Di Kelas V Sekolah Dasar. 10(2).
Nurkholisha, R., Nurmalia, L., & Hayun, M. (2024). Penerapan Media Wordwall Dalam Pembelajaran Ipas Untuk Meningkatkan Hasil Belajar Siswa Kelas 4a Mis Al-Hidayah. Semnasfip, 306–314. Https://Jurnal.Umj.Ac.Id/Index.Php/Semnasfip/Article/View/23531%0ahttps://Jurnal.Umj.Ac.Id/Index.Php/Semnasfip/Article/Viewfile/23531/10876
Rahma, H., & Wiranti, D. (2024). Pengaruh Model Games Based Learning Terhadap Keterampilan Berbahasa Jawa Krama Kelas V Sdn 03 Sekuro. Jemari (Jurnal Edukasi Madrasah Ibtidaiyah), 6(1), 17–24. Https://Doi.Org/10.30599/Jemari.V6i1.3095
Rayendra, Hendri, N., & Anugrah, S. (2021). Pengaruh Aplikasi Model Pembelajaran Somatic, Auditory, Visual, Intellectual (Savi) Terhadap Hasil Belajar Mahasiswa Pada Mata Kuliah Kurikulum Dan Pembelajaran Di Universitas Negeri Padang. Seminar Nasional: Jambore Konseling 3, 09(00), Xx–Xx. Https://Doi.Org/10.1007/Xxxxxx-Xx-0000-00
Riska, Ali, M., & Erwing. (2025). Penggunaan Model Pembelajaran Game Based Learning Berbantuan Media Interaktif Wizer . Me Terhadap Hasil Belajar Biologi Siswa Kelas X Di Man 2 Bone. 11.
Sugiyono. (2017). Metode Penelitian Kuantitatif, kualitatif dan R&D. Bandung: Alfabeta. Sugiyono, P. D. (2016). Metode Penelitian Pendidikan (Pendekatan kuantitatif, kualitatif dan R&D). Bandung: Alfabeta.
Syafril. (2019). Statistik Pendidikan. Pandang: Prenadamedia Group.
Wibawa, A. C. P., Mumtaziah, H. Q., Sholaihah, L. A., & Hikmawan, R. (2020). Game-Based Learning (Gbl) Sebagai Inovasi Dan Solusi Percepatan Adaptasi Belajar Pada Masa New Normal. Integrated (Journal Of Information Technology And Vocational Education), 2(1), 49–54. Https://Doi.Org/10.17509/Integrated.V3i1.32729
Yuristia, F., Hidayati, A., & Ratih, M. (2022). Pengembangan Modul Pembelajaran Tematik Muatan Materi Ipa Berbasis Problem Based Pada Pembelajaran Sekolah Dasar. Jurnal Basicedu, 6(2), 2400–2409.
Published
2025-08-07
How to Cite
Afifah, E., Hidayati, A., Nofri Hendri, & Rahmi Pratiwi. (2025). PENGARUH MODEL PEMBELAJARAN GAMES BASED LEARNING ( GBL) BERBANTUAN APLIKASI WORDWALL TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN IPAS KELAS IV SDN 26 RIMBO KALUANG. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 11(03), 252 - 268. https://doi.org/10.36989/didaktik.v11i03.7485

Most read articles by the same author(s)