WORDWALL LEARNING MEDIA TRAINING AT SMPN 3 SUMBER AS A CREATIVE SOLUTION IN THE DIGITAL ERA

Isi Artikel Utama

Mimin Darmini
Regina Kezia Anggraeni Situmorang
Rezwandy Wahyudi Saputra
Ria Kusumawati
Ridha Nur Amaliyah

Abstrak

Abstract:


Background. The rapid development of digital technology requires educators to innovate in teaching to maintain student engagement.


Aims. This community service program aimed to enhance teachers' competence in creating interactive learning media using the Wordwall platform. The training was held at SMPN 3 Sumber on December 14, 2024, and involved 40 teachers from various subjects.


Methods. Activities were conducted using an andragogical approach, including interactive lectures, demonstrations, and hands-on practice.


Result. The evaluation results showed a highly positive impact, with 96% of participants expressing satisfaction. Teachers appreciated the relevance of the materials (96%), the digital tools used (90.6%), and the instructors' effectiveness (95.8%). Moreover, 92.8% of participants demonstrated a very high understanding of the basic concepts of Wordwall. This training successfully improved teachers' digital literacy and their ability to design, engage, and effectively engage in interactive learning activities.

Rincian Artikel

Cara Mengutip
Darmini, M., Anggraeni Situmorang, R. K., Saputra , R. W., Kusumawati, R., & Amaliyah, R. N. (2025). WORDWALL LEARNING MEDIA TRAINING AT SMPN 3 SUMBER AS A CREATIVE SOLUTION IN THE DIGITAL ERA. Jurnal Abdisci, 3(3), 289–305. https://doi.org/10.62885/abdisci.v3i3.765
Bagian
Articles

Referensi

Bialik, M., & Fadel, C. (2015). Skills for the 21st century: What should students learn? Center for Curriculum Redesign.

Mu'ah, M., Suyanto, U. Y., Romadhona, D., Hidayati, N., & Askhar, B. M. (2020). The use of digital applications in interactive learning for elementary school students in the new normal era. Journal of Community Service Manage, 1(2), 122–128.

Ningrum, E. P. L. S. (2021). The use of the Kahoot application as a game-based children's learning medium. SNP2M UMAHA Proceedings 2021, 1(1), 102–105.

Pradani, T. G. (2022). The use of Wordwall learning media to increase students' interest and motivation to learn science in elementary school. Educenter: Scientific Journal of Education, 1(1), 452–457.

Prensky, M. (2010). Teaching digital natives: Partnering for real learning. Corwin Press.

Putra, R. D., & Wulandari, S. (2021). The use of Wordwall in improving student activity and learning outcomes during the pandemic. Journal of Educational Technology Innovation, 8(2), 143–153.

Shebastian, I. G. R., Putrama, I. M., & Suyasa, P. W. A. (2020). Development of interactive learning media "Introduction to animals and plants" on the subject of gameification methods for grade II students in elementary school. Karmapati, 9(MDLC).

Sugiyono. (2015). Quantitative, qualitative, and R&D research methods. Alphabet.

Tarigan, D., & Siagian, S. (2015). Development of interactive learning media in economic learning. Journal of Information & Communication Technology in Education, 2(2), 187–200.

Wahyuni, S. (2020). The effect of the use of interactive learning media on motivation and learning outcomes. Journal of Education and Learning, 27(1), 58–65.

Warsita, B. (2016). Learning technology: Foundations and applications. Rineka Cipta.