Penggunaan Game Interaktif Digital (Wordwall) untuk Meningkatkan Minat Belajar Siswa dalam Materi Rukun Iman pada Siswa Kelas V di SDN 002 Teluk Merbau

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Rini Susanti, Jawariah, Nurhalimah

Abstract

This study explores the use of the digital interactive game platform, Wordwall, to enhance students' interest in learning about the pillars of Iman (Rukun Iman) among fifth-grade students at SDN 002 Teluk Merbau. The aim of the research is to evaluate whether the integration of interactive games can improve students' engagement and understanding of Islamic teachings, specifically the six articles of faith. Throughout the study, students participated in interactive game activities designed using Wordwall, which included quizzes and matching games on the topics of Rukun Iman. The results showed a significant increase in students' interest and enthusiasm towards learning the material, as well as improved retention of the concepts. The game format encouraged active participation and made learning more fun and dynamic, leading to better overall comprehension of the content. This study concludes that the use of interactive games like Wordwall can be an effective method for increasing student motivation and improving their learning outcomes, particularly in religious education

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