eprintid: 135096 rev_number: 23 eprint_status: archive userid: 216001 dir: disk0/00/13/50/96 datestamp: 2025-08-04 10:44:57 lastmod: 2025-08-04 10:44:57 status_changed: 2025-08-04 10:44:57 type: thesis metadata_visibility: show creators_name: Ajeng Silvia Rahayu, - creators_name: Erlina Wiyanarti, - creators_name: Diana Noor Anggraini, - creators_nim: NIM2100532 creators_nim: NIDN0018076204 creators_nim: NIDN0020048903 creators_id: ajengsilvia03@upi.edu creators_id: erlina_w@upi.edu creators_id: diana.anggraini@upi.edu contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Erlina Wiyanarti, - contributors_name: Diana Noor Anggraini, - contributors_nidn: NIDN0018076204 contributors_nidn: NIDN0020048903 contributors_id: erlina_w@upi.edu contributors_id: diana.anggraini@upi.edu title: PENGARUH PENGGUNAAN MEDIA GAMIFIKASI WORDWALL TERHADAP MINAT BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN IPS: Penelitian Kuasi Eksperimen pada Peserta Didik Kelas VIII di SMP IT Al-Wathoniyah Pusat Putri Jakarta Timur ispublished: pub subjects: H1 subjects: LB subjects: LB1603 divisions: PENDIPS full_text_status: restricted keywords: Media Gamifikasi Wordwall, Minat Belajar, Pembelajaran IPS Wordwall Gamification Media, Learning Interest, Social Studies Learning note: https://scholar.google.com/citations?user=1-94t9YAAAAJ&hl=id ID SINTA Dosen Pembimbing Erlina Wiyanarti: 5992644 Diana Noor Anggraini: 6140867 abstract: Pendidikan di era digital menuntut transformasi dalam proses belajar mengajar yang mengandalkan teknologi. Tantangan seperti menurunnya minat belajar akibat media yang konvensional, khususnya dalam pembelajaran IPS mengharuskan perubahan ke media digital yang sesuai karakteristik peserta didik saat ini. Oleh karena itu, penelitian ini bertujuan untuk mengetahui pengaruh media gamifikasi Wordwall terhadap minat belajar peserta didik dalam pembelajaran IPS. Pendekatan yang digunakan dalam penelitian ini adalah kuantitatif melalui metode kuasi eksperimen dengan nonequivalent control group design serta teknik pengumpulan data menggunakan angket dan dokumentasi. Sampel penelitian ini yaitu kelas 8B dan 8C yang berjumlah 60 peserta didik di SMP IT Al-Wathoniyah Pusat Putri Jakarta Timur. Teknik analisis data yang digunakan yaitu uji normalitas, uji homogenitas, uji paired sample t-test, uji independent sample t-test, dan uji N-gain. Hasil penelitian menunjukkan bahwa (1) terdapat perbedaan signifikan minat belajar peserta didik sebelum dan sesudah perlakuan media gamifikasi Wordwall di kelas eksperimen; (2) terdapat perbedaan signifikan minat belajar peserta didik antara kelas eksperimen dan kelas kontrol; (3) berdasarkan hasil uji N-gain, media gamifikasi Wordwall memengaruhi minat belajar peserta didik dalam kategori sedang; dan (4) media gamifikasi Wordwall dalam pembelajaran IPS mendapatkan respon positif dari peserta didik. Dengan demikian, penggunaan media gamifikasi Wordwall berpengaruh terhadap minat belajar peserta didik dalam pembelajaran IPS. Education in the digital era demands a transformation in the teaching and learning process, one that increasingly relies on technology. Challenges such as declining student interest due to the use of conventional media—particularly in Social Studies learning—necessitate a shift toward digital media that aligns with the characteristics of today’s learners. Therefore, this study aims to examine the effect of Wordwall gamification media on students’ learning interest in Social Studies. This research employed a quantitative approach using a quasi-experimental method with a nonequivalent control group design. Data were collected through questionnaires and documentation. The research sample consisted of 60 eighth-grade students from classes 8B and 8C at SMP IT Al-Wathoniyah Pusat Putri, East Jakarta. Data analysis techniques included normality test, homogeneity test, paired sample t-test, independent sample t-test, and N-gain test. The results showed that: (1) there was a significant difference in students’ learning interest before and after the use of Wordwall gamification media in the experimental class; (2) there was a significant difference in learning interest between the experimental and control classes; (3) based on the N-gain test, the use of Wordwall gamification media had a moderate effect on students’ learning interest; and (4) Wordwall gamification media received a positive response from students in Social Studies learning. Thus, the use of Wordwall gamification media significantly influences students’ learning interest in Social Studies. date: 2025-07-14 date_type: published institution: Universitas Pendidikan Indonesia department: KODEPRODI87220#Pendidikan IPS_S1 thesis_type: other thesis_name: other official_url: https://repository.upi.edu/ related_url_url: https://perpustakaan.upi.edu/ related_url_type: org citation: Ajeng Silvia Rahayu, - and Erlina Wiyanarti, - and Diana Noor Anggraini, - (2025) PENGARUH PENGGUNAAN MEDIA GAMIFIKASI WORDWALL TERHADAP MINAT BELAJAR PESERTA DIDIK DALAM PEMBELAJARAN IPS: Penelitian Kuasi Eksperimen pada Peserta Didik Kelas VIII di SMP IT Al-Wathoniyah Pusat Putri Jakarta Timur. S1 thesis, Universitas Pendidikan Indonesia. document_url: http://repository.upi.edu/135096/1/S_PSIPS_2100532_Title.pdf document_url: http://repository.upi.edu/135096/2/S_PSIPS_2100532_Chapter1.pdf document_url: http://repository.upi.edu/135096/3/S_PSIPS_2100532_Chapter2.pdf document_url: http://repository.upi.edu/135096/4/S_PSIPS_2100532_Chapter3.pdf document_url: http://repository.upi.edu/135096/5/S_PSIPS_2100532_Chapter4.pdf document_url: http://repository.upi.edu/135096/6/S_PSIPS_2100532_Chapter5.pdf document_url: http://repository.upi.edu/135096/7/S_PSIPS_2100532_Appendix.pdf