Mathematics Gamification: Wordwall as a Learning Media to enhance students’ learning activities in Quadrilaterals and Triangle Topics

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Budi Murtiyasa, Adi Nurcahyo, Sri Rejeki, Tara Kamila Rahma, Akbar Fadel Dwiki Musthofa

2026 AIP Conference Proceedings Vol. 3412 Issue 1 Conference paper Cited by 0

Abstract

Technological advancements have resulted in a variety of technologies that help the learning process. One of the developments is gamification. As a result, the objectives of this study are to (1) create gamification teaching materials using Wordwall for junior high school VII graders, (2) assess the practicality of the gamification teaching materials, and (3) assess the gamification teaching materials' ability to improve students' learning activities. This is a research and development (R&D) project using the ADDIE methodology. In this study, three experts in school mathematics curriculum and three experts in mathematics learning media served as validators. Ten grade VII students from four junior high schools in Central Java, Indonesia took part in the pilot project. The results of the assessment based on the school mathematics content expert questionnaire reached 81%, and mathematics learning media experts 85%, which are categorized as very worthy of use. The findings of this study revealed that students' mathematics learning activities using gamification teaching materials with Wordwall are arranged into oral and writing activities. Listening, drawing, motoric, cerebral, and emotional skills are all ideal for visual exercises. As a result, the produced gamification teaching materials are appropriate for usage in junior high school mathematics education and can improve students' learning activities. © 2026 American Institute of Physics Inc.. All rights reserved.

Affiliations

Universitas Muhammadiyah Surakarta, Surakarta, Indonesia; Universitas Negeri Malang, Malang, Indonesia; Universitas Negeri Surakarta, Surakarta, Indonesia