DEVELOPMENT OF A SCIENCE E-MODULE BASED ON GAME-BASED LEARNING ASSISTED BY WORDWALLS ON THE MATERIAL OF CLASSIFICATION OF LIVING THINGS

Rin Indriani, Evi Suryawati, Zulirfan Zulirfan

Abstract


This study aims to develop a Game-Based Learning (GBL)-based science learning e-module using the Wordwall platform for the classification of living things in junior high schools and to assess its validity and practicality. This study uses the Research and Development (R&D) method with the ADDIE model, which in this article is limited to the analysis, design, and development stages. The analysis stage is carried out through student and teacher needs analysis, curriculum analysis, and material analysis. The design stage includes the preparation of the e-module structure, display design, and integration of Wordwall game activities. The development stage includes expert validation, one-on-one trials, and practicality tests. The e-module validation was carried out by material experts, pedagogical experts, and media experts. The validation results showed an increase in product quality with a final validation score of 3.71 in the material aspect, 3.64 in the media aspect, and 3.76 in the pedagogical aspect, all of which are in the valid category. The results of the teacher practicality test obtained an average score of 3.72 with a very practical category while the results of the student practicality test obtained an average score of 3.84 with a very practical category. Based on these results, it can be concluded that the Science E-Module based on Game-Based Learning assisted by Wordwall is valid and very practical so it is suitable for use as an innovative learning resource in junior high school science learning.

Keywords


e-module; game-based learning; Wordwall; Science; classification of living things

Full Text:

PDF

References


A Thahir, C Anwar, A Saregar, L Choiriah, F Susanti, A. P. (2020). The Effectiveness of STEM Learning : Scientific Attitudes and Students ’ Conceptual Understanding. Journal of Physics: Conference Series PAPER. https://doi.org/10.1088/1742-6596/1467/1/012008

Arikunto, S. (2021). Penelitian Tindakan Kelas: Edisi Revisi. Bumi Aksara.

Arrinna Nur Aini, V. R. (2023). Upaya Meningkatkan Motivasi Belajar Dan Pemahaman Konsep Ips Siswa Melalui Media Game Interaktif Wordwall. Pendas: Jurnal Ilmiah Pendidikan Dasar, 09.

Barman, B., & Mahavidyalaya, S. S. (2022). Unlocking Curiosity : How Education Cultivates Scientific Attitude In Indian Students. 11, 1402–1410.

Fitri Mulyani, N. H. (2021). Analisis Perkembangan Ilmu Pengetahuan dan Teknologi (Iptek) dalam Pendidikan. Jurnal Pendidikan Dan Konseling, 3.

Fortuna, E., Sembiring, S. B., Roza, D., Sciences, N., City, M., & Sumatra, N. (2025). Analysis Of Student Misconceptions On The Mole Concept Material Using A Three Tier. Eduproxima: Jurnal Ilmiah Pendidikan IPA.

Hermawan, W. (2024). Sosialisasi Pemanfaatan Game Base Learning ( Gbl ) Dalam Pembelajaran Di Smp N 2 Ngronggot. Communnity Development Journal, 5(1), 1263–1269.

Hidayati, T. R., Zwagery, R. V., Alkaff, A., & Mayangsari, M. D. (2025). Efektivitas Media Scramble dalam Meningkatkan Motivasi Belajar Siswa pada Pembelajaran IPA di SMP Muhammadiyah 1 Banjarbaru. 4(4), 207–219.

Hurrell, D. P. (2021). Conceptual knowledge OR Procedural knowledge OR Conceptual knowledge AND Procedural knowledge : Why the conjunction is important for teachers Conceptual Knowledge OR Procedural Knowledge or Conjunction is Important to Teachers. 46(2).

Khoirunnisa, I., Panjaitan, P. U., Ananta, T. A., Agustin, V. S., & Seven, M. (2025). Peran Media Pembelajaran Interaktif Dalam Meningkatkan Minat Belajar Peserta Didik Sekolah Dasar. 5(2), 6172–6178.

Lovandri Dwanda Putra, Nabilah Dwi Arlinsyah, Fahmi Rosyad Ridho, Ashila Najma Syafiqa, K. A. (2024). Pemanfaatan Wordwall pada Model Game Based Learning terhadap Digitalisasi Pendidikan Sekolah Dasar. Jurnal Dimensi Pendidikan Dan Pembelajaran, 12(1), 81–95.

Luh, N., Andika, P., Agustini, K., & Sudatha, I. G. W. (2025). Studi Literatur Review : Peran Media Game Based Learning terhadap Pembelajaran. Didaktika: Jurnal Kependidikan, 14(1), 799–812.

Lutfiana, N., & Widiyatmoko, A. (2024). Peningkatan Motivasi dan Pemahaman Konsep IPA melalui Game Edukasi Berbasis Website di SMP Negeri 30 Semarang. 1154–1166.

Makuro, V. L., Rahmania, A. I., & Mufarroha, L. (2025). Prophet ’ s Hadith Perspective on Long -Life Education : Islamic Spirit about Learning. 3(01), 31–40.

Mauke, M., Sadia, I. W., & Suastra, I. W. (2013). Pengaruh Model Contextual Teaching and Learning Terhadap Pemahaman Konsep dan Kemampuan Pemecahan Masalah dalam Pembelajaran IPA-Fisika di MTs Negeri Negara. 3(2).

Mulyono, B., Sriwijaya, U., Sriwijaya, U., Learning, R., & Konsep, P. (2018). Pemahaman konsep dalam pembelajaran matematika. 3(2), 103–122.

Nadia Nur Kholifah, H. P. P. (2025). Pengaruh Penggunaan Media Pembelajaran Interaktif Wordwall terhadap Hasil Belajar Siswa Kelas X pada Mata Pelajaran Ekonomi di SMA Negeri 1 Menganti. Indonesian Research Journal on Education, 5, 1462–1468.

Nurhairunnisah, S. (2018). Bahan Ajar Interaktif Untuk Meningkatkan Pemahaman Konsep Matematika Pada Siswa Sma Kelas X. Jurnal Inovasi Teknologi Pendidikan, 5(2), 192–203.

Raharjo, A. D., Putri, A. A., Budi, H. R., Indonesia, U. P., & Bandung, K. (2024). The use of game-based learning to increase student engagement. Hipkin Journal of Educational Research, 1(3), 299–310.

Rifdah Radhita Zahrah, K. E. W. (2025). Integrasi QR Code pada Smart Visual Learning Media untuk Pengembangan Pembelajaran Modern. Jurnal Teknologi Pendidikan Dan Pembelajaran ( JTPP ), 03(02), 524–532.

Rubiana, E. P. (2020). Faktor-faktor yang mempengaruhi motivasi belajar ipa siswa smp berbasis pesantren 1. Bioed: Jurnal Pendidikan Biologi, VIII(2), 12–17.

Sa, H., & Wardono, M. S. (2025). Peran Guru Dalam Membangun Kemandirian Peserta Didik Melalui Pembelajaran Pendidikan Karakter di Kelas III SDN Sidokepung 1. 8(2020), 8493–8503.

Shirazi, S. (2017). Student experience of school science. International Journal of Science Education, 0693. https://doi.org/10.1080/09500693.2017.1356943

Soeharto, S. (2021). Heliyon Evaluating item dif fi culty patterns for assessing student misconceptions in science across physics , chemistry , and biology concepts. 7(July). https://doi.org/10.1016/j.heliyon.2021.e08352

Sugiyono. (2019). Metode Penelitian Kuantitatif Kualitatif dan RND (Ke 2). Alfa Beta.

Tika, M., Ningrum, A., & Purnomo, A. (2021). Pengembangan media pembelajaran IPS berbasis android materi kerajaan dan peninggalan Hindu-Buddha. JINoP ( Jurnal Inovasi Pembelajaran ), 7, 19–31.

Winarni, E. W., Hambali, D., & Purwandari, E. P. (2020). Analysis of language and scientific literacy skills for 4th grade elementary school students through discovery learning and ict media. International Journal of Instruction, 13(2), 213–222. https://doi.org/10.29333/iji.2020.13215a

Wong, J. T., & Hughes, B. S. (2023). Leveraging learning experience design : digital media approaches to influence motivational traits that support student learning behaviors in undergraduate online courses. In Journal of Computing in Higher Education (Vol. 35, Issue 3). Springer US. https://doi.org/10.1007/s12528-022-09342-1




DOI: https://doi.org/10.29100/eduproxima.v8i3.9713

Refbacks

  • There are currently no refbacks.