Wordwall-Based Gamification to Improve Understanding of the Demand Function: A Madrasah Aliyah Case Study
DOI:
https://doi.org/10.56393/lentera.v5i2.3404Keywords:
Gamification, Wordwall, Demand Function, Students’ Understanding, Economics MathematicsAbstract
Understanding the concept of the demand function in economic mathematics is still a challenge for Madrasah Aliyah students due to the abstract and applicative nature of the material. This study aims to analyze the effectiveness of gamification using the Wordwall platform in improving students’ understanding of the demand function concept at MAS At-Taqwa Beru. This study uses a qualitative approach with a case study design involving 30 eleventh-grade students selected through purposive sampling. Data were collected through participatory observation, semi-structured interviews, and documentation, and analyzed thematically. The results showed an increase in active student participation from 55% to 80% during gamification learning and an increase in the average learning score from 62.3 to 78.5 (gain ±26%). Wordwall facilitated students’ understanding through interactive visualization and contextual questions, stimulated intrinsic motivation, and encouraged collaboration among students. These findings support social constructivism theory and Self-Determination Theory that interaction, autonomy, and instant feedback are important in building conceptual understanding. Theoretically, this research enriches the literature on gamification in economics learning at the Madrasah level, while practically recommending the integration of Wordwall as an effective alternative learning medium, supported by digital facilities and school policies so that its implementation can be carried out systematically and sustainably.
Downloads
References
Christopoulos, A., & Mystakidis, S. (2023). Gamification in education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089
Gorai, N. (2024). Enhancing learning and engagement: The integration of gamification in elementary education. In Futuristic trends in social sciences (Vol. 3, Book 3, pp. 79–87). Iterative International Publisher; Selfypage Developers Pvt Ltd.
Husnutdinov, A. N., & Gilmanov, M. M. (2024). Modern teaching methods in the context of innovations and quality education. Ekonomika i Upravlenie: Problemy, Resheniya, 7/5(148), 65–73. https://doi.org/10.36871/ek.up.p.r.2024.07.05.008
Ismuni, M., Usman, M., & Choiriyah, S. (2024). Digital trends and 21st century competencies in educational transformation. Kontigensi: Jurnal Ilmiah Manajemen, 12(2), 930–939. https://doi.org/10.56457/jimk.v12i2.649
Kalashnikov, V., Smirnov, D., Bulahova, S., Filatov, M., & Pestryakov, D. (2024). Using interactive learning methods to build students’ financial skills: Integrating economic games and simulations. Moscow Economic Journal, 472–485. https://doi.org/10.55186/2413046X_2024_9_6_303
Kara, A., & Russell, L. M. (2024). How to embed gamification into entrepreneurship courses to enhance student engagement. Small Business Institute Journal, 20(2). https://doi.org/10.53703/001c.125649
Kumar, N. K. (2024). Application of mathematics in economics. National College of Computer Studies Research Journal, 3(1), 131–152. https://doi.org/10.3126/nccsrj.v3i1.72344
Mustafa, A. N. (2023). Reflection on the latest PISA results of Indonesia. International Journal of Advanced Research, 11(5), 1223–1228. https://doi.org/10.21474/IJAR01/16988
Oliveira, V. H. de, & Sichieri, D. A. (2025). Gamificação na educação. Revista Interface Tecnológica, 21(1), 88–99. https://doi.org/10.31510/infa.v21i1.1883
Putri, P., Anomeisa, A. B., & Ndori, V. H. (2023). Pengaruh penggunaan multimedia pembelajaran interaktif Quizizz terhadap kemandirian belajar peserta didik pada materi persamaan lingkaran. Jurnal Penelitian Inovatif, 3(2), 415–422. https://doi.org/10.54082/jupin.179
Putri, Z. M., & Tsurayya, A. (2024). The influence of Edugame Wordwall media on students’ ability to solve mathematical problems. RANGE: Jurnal Pendidikan Matematika, 6(1), 83–95. https://doi.org/10.32938/jpm.v6i1.7338
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68
Salsabila, A., & Tsurayya, A. (2024). The effect of using Edugame Wordwall on students’ mathematical representation ability. Jurnal Varidika, 64–78. https://doi.org/10.23917/varidika.v36i1.4990
Satiti, W. S., Iftidaiyah, & Khotimah, K. (2021). Soal matematika model PISA konten change and relationships untuk menunjang literasi matematis peserta didik. Exact Papers in Compilation (EPiC), 3(4), 425–432. https://doi.org/10.32764/epic.v3i4.554
Srivastava, S. (2023). The evolution of education: Navigating 21st-century challenges. International Journal for Multidisciplinary Research, 5(5). https://doi.org/10.36948/ijfmr.2023.v05i05.6314
Suhaeb, S., Dewi, A. C., & Nuridayanti. (2024). Pelatihan implementasi media berbasis IT pada pembelajaran berdiferensiasi Kurikulum Merdeka di Sulawesi Selatan. Vokatek: Jurnal Pengabdian Masyarakat, 5–16. https://doi.org/10.61255/vokatekjpm.v2i1.322
Teófilo de Sousa, R., Azevedo, I. F. de, & Alves, F. R. V. (2022). A gamificação com a plataforma Wordwall como estratégia de aprendizagem para o ensino de matemática. Góndola, Enseñanza y Aprendizaje de las Ciencias, 18(1), 53–66. https://doi.org/10.14483/23464712.18027
Thi Phuong Thao, N. (2024). The importance of economic education: Preparing future generations for global economic challenges. Journal of Asian Multicultural Research for Economy and Management Study, 4(4), 31–35. https://doi.org/10.47616/jamrems.v4i4.464
Wijayanti, M. D., & Nalurita, I. V. (2024). Analisis kesulitan siswa dalam menyelesaikan soal materi trigonometri ditinjau dari gaya belajar. FARABI: Jurnal Matematika dan Pendidikan Matematika, 7(1), 33–41. https://doi.org/10.47662/farabi.v7i1.709

