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Journal articles on the topic 'Wordwall.net'

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1

Salsabila, Queen, and Langgeng Budianto. "EFL Students' Perceptions Towards The Utilization of Wordwall.Net in Learning Grammar." English Edu: Journal of English Teaching and Learning 2, no. 2 (2023): 149–64. http://dx.doi.org/10.18860/jetl.v2i2.3358.

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Grammar is often considered difficult to learn. With the development of technology in education, this difficulty can be overcome using media that integrate with technology. One of the media that can be used for learning grammar is Wordwall.net. Many studies have examined the use of Wordwall.net in the learning process, one of those in the process of learning grammar. As a result, this research explores EFL students' perception of using Wordwall.net as media for learning Grammar by looking at their acceptance based on four variables of the Technology Acceptance Model (TAM), which are perceived
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Jannah, Miftahul, and Syafryadin Syafryadin. "EFL students' perspectives on the use of Wordwall.net as vocabulary learning media." ELT Forum: Journal of English Language Teaching 11, no. 2 (2022): 115–24. http://dx.doi.org/10.15294/elt.v11i2.57120.

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Using ICT tools to teach vocabulary is a commonly researched topic in language teaching. Many popular web tools, such as Kahoot and Quizizz, are used as experimental tools with learners to investigate how effectively they enhance learners' vocabulary. This study analyzed the students' perceptions of Wordwall.net, a less known and researched game-based web tool, in their vocabulary learning. This study was conducted since there is still limited research conducted in Indonesia that analyses the students' perception of using Wordwall.net in English vocabulary learning. This research design was su
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Larasati, Putti, Ida Bagus Putrayasa, and I. Nengah Martha. "Pemanfaatan Media Wordwall.net Sebagai Media Evaluasi dalam Pembelajaran Bahasa Indonesia." Nusantara: Jurnal Pendidikan Indonesia 3, no. 3 (2023): 395–412. http://dx.doi.org/10.14421/njpi.2023.v3i3-3.

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The use of Wordwall.net media as an evaluation medium in learning Indonesian is considered very suitable. Because it has many templates that can be changed easily by the teacher or teacher and games that have been designed by the teacher. This study used descriptive qualitative method. Researcher used the Wordwall.net media which was used in Indonesian language learning of class VII students of SMP Negeri 2 Seririt. Primary data is the result of observations of class VII students of SMP Negeri 2 Seririt. Secondary data is scientific writing or previous research regarding the use of educational
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Aprilia, Putri Kurniawan, Dwi Fita Heriyawati, M. Galuh Elga Romadhon, and Zalsa Febrina Syabilla. "“…Wordwall is quite easy”: Students’ perceptions of using online platforms as English learning media." INSANIA : Jurnal Pemikiran Alternatif Kependidikan 29, no. 2 (2024): 257–71. https://doi.org/10.24090/insania.v29i2.8604.

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This study examined secondary school students' perceptions of the use of utilizing Wordwall.net and filled a research gap on the innovative learning tool for secondary school students. The researcher employed a qualitative approach. Data were collected from five private junior high school students in Malang. Data from a semi-structured interview were acquired, and a descriptive-analytic technique was used to analyze the data. The data analysis revealed that the enthusiasm for learning English using the Wordwall.net application was evident among the students. This software offered a variety of
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Yanuarto, Wanda Nugroho, and Eka Setyaningsih. "A learnability study on Wordwall.net: Online educational tool for mathematics learning." Al-Jabar : Jurnal Pendidikan Matematika 15, no. 1 (2024): 119. http://dx.doi.org/10.24042/ajpm.v15i1.20806.

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Background: Schools were compelled to switch to distance learning due to community quarantine measures and lockdowns imposed during the global health crisis. In this context, Wordwall.net emerged as a valuable platform, enabling users to independently create interactive games, thereby supporting the remote learning process.Aim: The purpose of this study is to demonstrate how online teaching tools such as Wordwall.net can help teachers enable interactive learning when used correctly.Method: This study employs a cross-sectional analysis to evaluate the effectiveness, efficiency, and user satisfa
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Paksi, Galuh Raga, Rita Karmila Sari, and Somawati Somawati. "Teacher Perceptions on the Use of the Wordwall.Net Application as an English Vocabulary Learning Media." Edunesia: Jurnal Ilmiah Pendidikan 4, no. 1 (2023): 120–32. http://dx.doi.org/10.51276/edu.v4i1.307.

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This study aims to determine the teacher's perception of using the Wordwall.net application as a medium for learning English vocabulary. This research is descriptive research with a quantitative approach. The research data was the teacher's perception of using the Wordwall.net application as a medium for learning English vocabulary. The data source is teachers at SDN Makassar 06, East Jakarta. Data was collected using a questionnaire. The data from the questionnaire were then tabulated, analyzed, and interpreted. This study found positive perceptions from teachers towards the use of the Wordwa
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Putra, Aziiz Rahman, Mariska Febrianti, Ami Pradana, and Azizatul Banat. "The Use of Wordwall.net as Learning Media to Enhance Vocabulary Mastery of Physical Education Students." Scope : Journal of English Language Teaching 9, no. 1 (2024): 074. https://doi.org/10.30998/scope.v9i1.24846.

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<p>Vocabulary mastery is a basic thing that must be mastered by someone in learning a language. Unfortunately, currently many EFL students still have difficulty mastering English vocabulary. One of the media that can be used by teachers to improve students' vocabulary mastery is word wall (Supraba, 2019). The objectives of this research are to analyze the use of wordwall.net media in teaching English vocabulary and also to identify the advantages and disadvantages of using wordwall.net according to the perceptions of English teachers in teaching English vocabulary to Physical Education s
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Safitri, Nadya Wahyuni, Rumiri Aruan, and Atni Prawati. "The Effect of wordwall.net on Students’ Vocabulary Mastery in Reading Narrative Text at SMK Muhammadiyah 2 Pekanbaru." Asatiza: Jurnal Pendidikan 5, no. 2 (2024): 197–205. http://dx.doi.org/10.46963/asatiza.v5i2.1800.

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This study examined the effect of Wordwall.net has any effect on students’ vocabulary mastery in reading the narrative texts of the tenth-grade students of SMK Muhammadiyah 2 Pekanbaru in 2023/2024. This research used a true experimental design with quantitative approach by randomly selecting the sample. Class 10 Pengembangan Perangkat Lunak dan Gim (PPLG) 1 selected as the experimental class (taught using Wordwall.net) and class 10 Pemasaran as the control class (taught using the conventional method). Data collected using pre-tests and post-tests, then analyzed using SPSS 24. The results reve
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Shabrina, Friza, and Wahyu Taufiq. "The Effect of Teaching English Vocabulary on Junior High School Students By Using Wordwall.net." Borneo Educational Journal (Borju) 5, no. 2 (2023): 283–95. http://dx.doi.org/10.24903/bej.v5i2.1353.

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The use of web in the teaching and learning process is one of the fun and challenging learning innovations such as wordwall.net. With this web students can memorize and remember vocabulary with interesting games. Wordwall.net offers a variety of interesting and original vocabulary-building games. The researchers discovered a problem through interview with a teacher: student scores are still low in one area of the assessment, so the purpose of this research was to investigate the impact of using wordwall.net on students’ English vocabulary in SMP Negeri 1 Wonoayu. This research used a true-expe
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Mutiarani, Mutiarani, and Dhaifina Az-Zahra Putri. "Wordwall.net: Developing the 7th Grade Students’ Reading Comprehension." Journal of Foreign Language Teaching and Learning 9, no. 2 (2024): 242–67. http://dx.doi.org/10.18196/ftl.v9i2.22247.

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Reading comprehension is a topic vastly studied in the field of language learning. With the rapid development of digital technology, more focus on digital tools regarding reading comprehension is deemed necessary to find the best tool to aid its improvement. This study aimed to discover how the wordwall.net website affected seventh-grade students' reading comprehension in a descriptive text learning topic at SMP Al Amanah South Tangerang. The current quantitative study used a pre-experimental design. Twenty-eight students of class VII C were the sample for this investigation. The pre and post-
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Lu, Lin. "Exploring Student Academic Achievement and Motivation through Game-Based Learning on Interactive Whiteboards." International Journal of Innovative Research in Multidisciplinary Education 03, no. 11 (2024): 1758–67. https://doi.org/10.5281/zenodo.14190100.

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This study investigates the effectiveness of integrating Wordwall.net games with interactive whiteboards to enhance student motivation and academic achievement in a 10-week financial instruments course. The primary research questions focus on how this combination impacts students' learning motivation and performance. Utilizing a single-group pretest-posttest experimental design, the research involved 33 undergraduate students who completed assessments, including the Financial Instruments Quiz and the Learning Motivation Scale, which encompasses five dimensions: intrinsic goal orientation, extr
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Faradila, Nandatul, Yuni Lapita, and Muhammad Fadhli. "Improving Junior High School Students' Vocabulary Mastery through Wordwall.net Media." TRIADIK 22, no. 2 (2023): 181–96. https://doi.org/10.33369/triadik.v22i2.33582.

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Abstract This research attempted to investigate the effectiveness of using Wordwall.net media to improve junior high school students' vocabulary mastery. This research carried out classroom action research (CAR). Thirty students of class VIII.E at SMPN 7 Kota Bengkulu in the academic year of 2022/2023 were the research subjects. The instruments used were vocabulary test, observation checklist, and note. The results showed the improvement in students' vocabulary test that was proven in the percentage of students who passed the Minimum Mastery Criterion (KKM) from the pre-cycle to cycle 2. The i
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Wandari, Titin, Frida Unsiah, and Rafidah Sahar. "Utilizing Wordwall.Net on the Improvement of Students’ Vocabulary Mastery: An ICT-Based Lesson." Journal of Languages and Language Teaching 12, no. 2 (2024): 952. http://dx.doi.org/10.33394/jollt.v12i2.10754.

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The utilization of Information and Communication Technology (ICT) holds an important role in language learning, as it stimulates students’ enthusiasm for studying, encourages lifelong learning, enhances critical thinking skills, grants learners more autonomy, confidence, and motivation. In the EFL classroom, vocabulary mastery is one of the most important yet difficult language components especially for young learners to master. This study aimed to examine how vocabulary mastery of 7th grade students in one of public junior high schools in east Java, Indonesia were affected by ICT-based learni
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Mallisa, Intan Clara Briliant, and Concilianus Laos Mbato. "Analyzing the Impact of Spotify and Wordwall.net on Vocabulary Acquisition: A Study of non-English major Students' Preferences." VELES (Voices of English Language Education Society) 7, no. 3 (2023): 665–74. http://dx.doi.org/10.29408/veles.v7i3.24118.

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This research explores the impact of digital platforms, specifically Spotify and wordwall.net, on vocabulary acquisition among students in primary school teacher education (PGSD). The study employs qualitative methodologies, including focus group discussions, to gauge student preferences and the effectiveness of these platforms in enhancing second language vocabulary learning. The research participants consist of prospective PGSD students who engage with both platforms, offering insights into their experiences and preferences. The findings reveal a strong preference for Spotify, with 75% of pa
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Zamzam, Vinna Ainu. "USING WORDWALL.NET TO IMPROVE STUDENTS’ VOCABULARY SKILLS OF FOURTH GRADERS: KAMPUS MENGAJAR 6." IJIET (International Journal of Indonesian Education and Teaching) 8, no. 2 (2024): 275–84. http://dx.doi.org/10.24071/ijiet.v8i2.8721.

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Kampus Mengajar is one of the programs initiated by Kementrian Pendidikan, Kebudayaan, Riset, dan Teknologi in the form of "Merdeka Belajar - Kampus Merdeka." Kampus Mengajar aims to assist school administration and improving literacy, numeracy skills, and technological adaptation. Kampus Mengajar 6 program in this study took place at SDN Adikarto 1 Muntilan. This study aimed to improve the vocabulary skills of fourth-grade students using Wordwall.Net and monitor the increase in vocabulary mastery of each student. The reason for conducting this study is that almost all students need help under
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Mardhotillah, Rachma Rizqina, Afib Rulyansah, Nailul Authar, Rizqi Putri Nourma Budiarti, and Rifka Putri Wardhani. "Pemanfaatan Platform Game Edukasi untuk Menunjang Pendidikan di Era Pandemi COVID-19." Indonesia Berdaya 4, no. 1 (2022): 171–80. http://dx.doi.org/10.47679/ib.2023390.

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Karena pengajaran tatap muka tidak selalu memungkinkan, maka perlu menggunakan strategi e-learning untuk menutupi kekurangan pengajaran di kelas tradisional. Gamification, praktik menggabungkan fitur dari video game ke dalam konten atau platform pendidikan, telah terbukti meningkatkan keterlibatan siswa dengan dan retensi materi pelajaran. Sebagian besar alat gamifikasi memerlukan lisensi atau biaya, sehingga tidak dapat dijangkau oleh sebagian besar guru kelas. Masalah ini dapat diatasi dengan memperkenalkan pendidik ke alat gamifikasi yang tersedia di platform gratis dan ramah pengguna yang
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Haviza, Nurul, and Zuhri Efendi. "Using Wordwall.Net on Vocabulary Mastery Students at MTsN 1 ABDYA." Syntax Idea 6, no. 7 (2024): 3259–67. http://dx.doi.org/10.46799/syntax-idea.v6i7.4185.

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The most important thing when learning a new language is to master a lot of the vocabulary of that language. The aim is to determine the impact of Wordwall.net on students' vocabulary mastery, and the results of this research can contribute to the development of education in the current digital era. This research used a quantitative method with a pre-experimental one-group pre-test and post-test design, the technique used was purposive sampling, the sample in this research was 30 class VII Digital students at MTs Negeri 1 Aceh Barat Daya. Data analysis in this study used the Statistical Packag
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Khairunisa, Yuyun, Yeni Nurhasanah, Sari Setyaning Tyas, Septia Ardiani, and Handika Dany Rahmayanti. "PELATIHAN PENGGUNAAN PLATFORM GAMIFIKASI EDUKATIF GUNA PENGUATAN PENDIDIKAN DI ERA P." Jurnal Abdi Insani 9, no. 1 (2022): 198–209. http://dx.doi.org/10.29303/abdiinsani.v9i1.489.

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Pemanfaatan teknologi pembelajaran jarak jauh (e-learning) perlu disiasati agar tujuan pembelajaran dapat tercapai secara efektif meskipun kegiatan tidak dilakukan secara tatap muka langsung di dalam kelas. Salah satu cara meningkatkan fokus d an minat peserta didik dalam kegiatan pembelajaran adalah pemanfaatan elemen yang ada dalam game pada media pembelajaran e-learning atau disebut juga dengan istilah gamifikasi. Platform gamifikasi kebanyakan memiliki lisensi ataupun berbayar sehingga Guru harus mengeluarkan biaya ekstra. Solusi atas permasalahan tersebut adalah diadakan pelatihan dan pen
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Wahidha, Rahma, and Widya Syafitri. "UTILIZING ICT IN ENGLISH LANGUAGE TEACHING : WORDWALL.NET APPLICATION FOR JUNIOR HIGH SCHOOL STUDENTS." ICMIE Proceedings 1 (June 13, 2025): 157–62. https://doi.org/10.30983/icmie.v1i.19.

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In order to make the classroom more enjoyable and comfortable for students learning English as a second language, teachers must be creative and varied in their approach. This will increase students' enthusiasm and motivation to attend. Wordwall.net is a great tool for enhancing student learning in English lessons since it combines the use of ICT in teaching with gaming. This study is categorized as qualitative research. In this instance, the teacher taught vocabulary to a class of 26 kids in the fourth grade using wordwalls. Interviews were used to gather data. The information demonstrated the
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Цегельник, Тетяна, Ганна Захарова та Юлія Силенко. "ПОТЕНЦІАЛ ЗАСТОСУВАННЯ ЦИФРОВИХ ТЕХНОЛОГІЙ В ОСВІТНЬОМУ СЕРЕДОВИЩІ ЗВО ПРИ ПІДГОТОВЦІ МАЙБУТНЬОГО ПЕДАГОГА". Молодь і ринок, № 5/225 (15 червня 2024): 30–34. http://dx.doi.org/10.24919/2308-4634.2024.304926.

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У статті авторами обумовлено сучасність та важливість адаптації сучасних фахівців до умов цифровізації ринку освітніх послуг, що зумовлено пандемією, а згодом і воєнним станом в Україні. Наголошено, що сучасні педагоги повинні адаптуватись до вимог сучасного освітнього простору, де оволодіння цифровими технологіями є стратегічними завданнями системи освіти та визначать інформаційно-цифрову компетентність. Зазначено, що в особистій практиці авторами застосовується цілий спектр цифрових технологій задля створення віртуального і фізичного контенту (Moodle, Google Class, Google Drive, LearningApps
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Sagirani, Tri, Nunuk Wahyuningtyas, Sri Hariani Eko Wulandari, and Oktaviani. "Optimalisasi Media Pembelajaran Berbasis Website: Wordwall.net untuk Kemudahan Interaksi dan Evaluasi Hasil Pembelajaran Siswa." KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT 6, no. 2 (2024): 138–46. http://dx.doi.org/10.30656/ka.v6i2.6076.

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Implementasi Kurikulum Merdeka menuntut Guru untuk lebih kreatif mempersiapkan berbagai media pembelajaran. Optimalisasi media berbasis website dalam pembelajaran menjadi sebuah kebutuhan untuk Guru. Program pengabdian kepada masyarakat ini dilakukan untuk menjawab tantangan bagi Guru dan dilaksanakan dalam bentuk pelatihan secara intensif. Sasaran pelaksanaan kegiatan adalah Guru yang ada pada jenjang Pendidikan TK, SD dan SLB di berbagai wilayah/ kota di Jawa Timur. Dalam pelaksanaannya telah dilakukan survey terhadap Guru dan didapatkan bahwa Guru membutuhkan aplikasi bantu lain dari yang b
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Filahanasari, Eka, Rahmi Juwita Wahyuni, and Raimon Efendi. "PENGEMBANGAN GAME INTERAKTIF MENGGUNAKAN PLATFORM WORDWALL.NET SEBAGAI ALAT EVALUASI HASIL BELAJAR MATERI PECAHAN KELAS IV." JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) 9, no. 2 (2023): 200–210. http://dx.doi.org/10.29100/jp2m.v9i2.4160.

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This study aims to develop interactive games as an evaluation tool to be a solution to this problem. This study uses the ADDIE development model with its stages namely analysis, design, development, implementation and evaluation. From the results of the study it was found that the game developed was very valid with a final percentage of 84.3% which was assessed by 3 expert validators namely media, material and language experts. Assessment of product practicality using a student response questionnaire with a percentage result of 97.5% and a teacher response questionnaire with a percentage resul
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Adiatma, Tini, and Paskha Marini Thana. "PENGEMBANGAN MODUL DIGITAL INTERAKTIF BERBASIS FLIPBOOK MATA KULIAH MANAJEMEN PAUD." Jurnal Pendidikan 23, no. 2 (2022): 155–65. http://dx.doi.org/10.52850/jpn.v23i2.7731.

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Manajemen pendidikan anak usia dini harus diperhatikan untuk memastikan proses pendidikan berjalan dengan baik. Pengelolaan pendidikan anak usia dini di Indonesia masih terdapat beberapa permasalahan yang terjadi. Masalah ini juga dapat diatasi dengan menyiapkan sumber daya manusia yang mampu menangani proses manajemen di lembaga pendidikan anak usia dini. Di perguruan tinggi, topik ini menjadi mata kuliah yang harus dikuasai oleh mahasiswa pendidikan guru PAUD. Modul dapat menjadi media yang mendukung proses pendidikan. Penelitian ini bertujuan untuk mengembangkan modul interaktif digital ber
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Luqman Hakim, Muhammad, and Muhammad Ainur Rafiq. "DESAIN MEDIA GAMES QUIZ BOX WORD WALL NET PADA MATERI MEYAKINI KITAB-KITAB ALLAH DI KELAS VIII." Jurnal Biogenerasi 10, no. 1 (2024): 396–405. https://doi.org/10.30605/biogenerasi.v10i1.4796.

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This research aims to develop more interactive and interesting learning media for Class VIII SMP students in Islamic Religion subjects regarding the material of believing in the books of Allah. The media developed is based on educational games using the wordwall.net platform with box and open box quiz games. Media development follows the research and development model which consists of analysis, design, development, implementation and evaluation stages. Validation was carried out by media and material experts, as well as small group trials to determine student responses. The result is a media
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Минеева, О. А., О. Н. Солуянова, and Ю. М. Борщевская. "Internet resources as a means of forming grammar skills at English language classes." Bulletin of Pedagogical Sciences, no. 4 (May 13, 2024): 267–74. http://dx.doi.org/10.62257/2687-1661-2024-4-267-274.

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целью статьи является изучение целесообразности и эффективности использования учебных интернет-ресурсов в процессе работы над грамматической стороной иноязычной речи в средней школе, целью которой является формирование грамматических навыков учащихся. Так как грамматические явления иностранного языка часто вызывают сложности у учеников, то педагогам необходимо уделять особое внимание выбору методов и средств обучения. Применение интернет-ресурсов на уроке английского языка в школе позволяет оптимизировать учебный процесс. Авторы статьи рассмотрели и проанализировали учебные интернет-ресурсы Wo
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Palomo Escobedo, María del Consuelo, and Jorge Méndez González. "ESROB_BOTI, el tutor virtual para aprender a buscar información en internet." Agraria 21, no. 2 (2024): 17–24. http://dx.doi.org/10.59741/agraria.v21i2.590.

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La formación en competencias informacionales es un reto para la educación superior. En la actualidad, Internet es la principal fuente de información en el contexto educativo. Por ello, surge la iniciativa y como objetivo de este estudio, el proceso de creación de un ‘chatbot’ como tutor virtual para el aprendizaje de la competencia en búsqueda de información en “Internet”, diseñado para estudiantes de nivel superior. El procedimiento se realizó en tres etapas: diseño, desarrollo y pruebas. Para el diseño de los temas de aprendizaje, se utilizaron las recomendaciones de la Red de Bibliotecas Un
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Insani, Afra Nadya Putri, M. Galuh Elga Romadhon, and Dwi Fita Heriyawati. "TEACHERS’ VOICES IN WORDWALL MEDIA APPLICATION IN TEACHING YOUNG LEARNERS CONTEXT: A NARRATIVE INQUIRY." English Review: Journal of English Education 12, no. 1 (2024): 117–24. http://dx.doi.org/10.25134/erjee.v12i1.9212.

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Teacher of English Young Learner must be aware the students need in their learning, especially on using online media learning. Many researchers were conducted research on utilizing online media, Wordwall. It is an online based game tool. This research was aimed to investigate teacher’s voice in Wordwall media application in teaching young learners. This research used narrative inquiry. This research analyzed the teacher’s perception on using Wordwall media. There is a lack of study on teacher of English Young Learner’s perception of Wordwall.net as the media in learning vocabulary, despite the
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Paskha Marini Thana, Khumaeroh Dwi Nur'aini, and Dessy Riski Suryani. "Development of Interactive E-Module Based on Papuan Local Wisdom on Basic Mathematics Course." Technium Social Sciences Journal 49, no. 1 (2023): 457–62. http://dx.doi.org/10.47577/tssj.v49i1.9841.

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Lecturers have an important role in facilitating technology-based learning activities. A common problem is the lecturer's habit of using monotonous teaching media that makes students bored in Mathematics class. Therefore, researchers took steps to develop teaching materials in the form of interactive e-module based on local wisdom of Papua or Merauke on basic mathematics course. E-modules are developed by utilizing the Heyzine flipbooks application which is integrated with the wordwall.net application. The research method used is R & D, the 4D development model which has stages such as Def
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Nursalimah, Nursalimah, Jeni Sukmal, Midrawati Hasibuan, Fauzi Ahmad Syawaluddin, Syahrul Budiman, and Rina Asriani Levianti. "PELATIHAN PEMBUATAN WORDWALL SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF BAGI DOSEN DAN MAHASISWA UNIVERSITAS AL WASHLIYAH LABUHANBATU." J-COSCIS : Journal of Computer Science Community Service 4, no. 2 (2024): 215–23. http://dx.doi.org/10.31849/jcoscis.v4i2.20142.

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Media sangat berpengaruh terhadap kegiatan proses belajar mengajar dengan media yang menarik sangat membantu para mahasiswa untuk memperhatikan materi yang disampaikan dalam hal ini penggunaan media wordwall.net salah satu bahan ajar interaktif yang sangat banyak fitur tampilan yang akan digunakan. Di era digital yang serba teknologi ini di haruskan setiap dosen harus terus mengupgrade diri dalam penyampaian materi ajar dengan pemanfaatan media yang menarik. Sehingga mahasiswa lebih mudah memahami dan tertarik untuk memperhatikan dan menyimak apa yang disampaikan oleh seorang dosen tersebut. P
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Lubis, Kharinnisa Rohimah, and Neni Afrida Sari Harahap. "Developing Word Wall Game Worksheet in Reading Narrative Text at SMA Negeri 3." TRANSFORM : Journal of English Language Teaching and Learning 13, no. 1 (2024): 44–51. https://doi.org/10.24114/tj.v13i1.60207.

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This research aimed to develop a Word Wall Game Worksheet in reading narrative text for tenth-grade students. The research method used the Research and Development (R&D) design from Borg and Gall (2003) with six steps, namely Gathering Data and Information, Need Analysis, Product Design, Validation to Experts, Revising Products, and Final Products. The research subjects consisted of 34 students in class X-11 and one English Teacher at SMA Negeri 3 Medan. The data collection techniques included interviews and questionnaires. The data analysis techniques included Organizing and preparing dat
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Fitria, Tira Nur. "Creating an Education Game Using Wordwall: An Interactive Learning Media for English Language Teaching (ELT)." Foremost Journal 4, no. 2 (2023): 17–30. http://dx.doi.org/10.33592/foremost.v4i2.3610.

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Wordwall is a web-based educational game to create fun quiz-based games. This research describes the creation of an educational game (quiz) by using Wordwall as an interactive learning media for English Language Teaching (ELT). This research is descriptive qualitative research. The analysis shows that creating/making an interactive English quiz with Wordwall is easy. We type in the browser and click https://Wordwall.net. Look in the upper right corner, if we have an account, click Log In, while if we do not have an account, click Sign Up. Fill in the requested personal data, namely Email addre
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Fakhruddin, Abdul Aziz, Mochammad Firdaus, and Lailatul Mauludiyah. "Wordwall Application as a Media to Improve Arabic Vocabulary Mastery of Junior High School Students." Arabiyatuna : Jurnal Bahasa Arab 5, no. 2 (2021): 217. http://dx.doi.org/10.29240/jba.v5i2.2773.

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This study used wordwall application as a learning medium based on educational games. This study aims to determine the effectiveness of the wordwall application in increasing the mastery of Arabic vocabulary. This research used a quantitative approach with the research subjects of class VIII. The type of research is quantitative associative which aims to determine the effect or relationship between two or more variables. The data collection methods were interviews, questionnaires, tests, and documentation. The data analysis used a comparative analysis by comparing the pretest and posttest valu
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Nabilunnuha, Mantaaba Zukhruf, Sunarto Sunarto, Syahrul Syah Sinaga, and Wahyu Lestari. "Innovative music learning in “Profil Pelajar Pancasila” development for students: an intervention study through world wall applications." International Journal of Visual and Performing Arts 4, no. 2 (2022): 174–84. http://dx.doi.org/10.31763/viperarts.v4i2.823.

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The importance of art education in instilling the principles of Pancasila that should be taught to pupils has diminished since the era of technological transformation. Learning the names of the Pancasila principles through music is a powerful tool. However, pupils lose interest in the process when learning is still presented in the traditional fashion. Student's strengths in global variety, mutual cooperation, independence, critical reasoning, and creativity can be cultivated through this music-learning process and included in their Pancasila student profiles. As a result, changes in music edu
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Tilovasanti, Mara. "PENINGKATAN AKTIVITAS PESERTA DIDIK BERBANTUAN APLIKASI PADA MATA PELAJARAN DASAR PROGRAM KEAHLIAN KELAS X TKJ." TRISALA: JURNAL ILMIAH PENDIDIKAN 9, no. 2 (2023): 16. http://dx.doi.org/10.54211/trisala.v9i2.97.

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Mata Pelajaran Dasar Program Keahlian merupakan mata pelajaran baru dalam Kurikulum Merdeka pada Program Keahlian Teknik Jaringan Komputer dan Telekomunikasi. Untuk dapat memberikan penguatan keterampilan peserta didik diperlukan aktivitas, minat dan sikap percaya diri dari peserta didik pada proses pembelajaran, perlu dilakukan upaya. Salah satu upaya yang dilakukan adalah dengan menentukan penggunaan metode dan media pembelajaran yang tepat untuk meningkatkan aktivitas peserta didik, baik secara kualitas maupun kuantitas. Pada penelitian tindakan kelas ini dilakukan berdasarkan masalah bagai
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Nababan, Kesnawati, and Rafhi Febryan Putera. "Desain Media Evaluasi Berbasis Wordwall pada Pembelajaran Pendidikan Pancasila." Indo-MathEdu Intellectuals Journal 6, no. 2 (2025): 2275–85. https://doi.org/10.54373/imeij.v6i2.2896.

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This study aims to develop more interactive and interesting learning evaluation media for fourth grade elementary school students in Pancasila Education learning. The evaluation media developed is based on educational games using the wordwall.net platform with the open the box game type. This type of research is research and development with the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. The data collection techniques used by the researcher are observation, documentation interviews. Researchers can collect data by conducting
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Clebis, Naianne Kelly, Natan Reyges Castro da Purificação, Wilkerson Williams Clebis, et al. "GAMIFICAÇÃO DO ENSINO TEÓRICO DE ANATOMIA PARA O CURSO DE FARMÁCIA DA UFRN NA PANDEMIA DA COVID-19: RELATO DE EXPERIÊNCIA." Arquivos do Mudi 25, no. 2 (2021): 14–26. http://dx.doi.org/10.4025/arqmudi.v25i2.59849.

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 Após seis meses de paralisação das atividades devido a pandemia, as aulas na Universidade Federal do Rio Grande do Norte retornaram no formato remoto, e ministrar a disciplina de Anatomia Humana tem sido um desafio para os professores, pois muitos alunos têm sentido dificuldade em acompanhar as atividades on-line e assimilar os conteúdos anatômicos. No curso de Farmácia a anatomia é ministrada para alunos ingressantes, o que dificulta ainda mais a aprendizagem porque esses alunos não tiveram nenhum contato com a IES, com seus colegas de turma e com os professores. C
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Makarova, Olga V., Raisa N. Khvoshch, and Yulia V. Boldyreva. "DIGITAL RESOURCES AS AN EFFECTIVE MEANS FOR DEVELOPING COMMUNICATIONS SKILLS OF A FUTURE DOCTOR." Siberian Journal of Life Sciences and Agriculture 16, no. 1 (2024): 424–40. http://dx.doi.org/10.12731/2658-6649-2024-16-1-1070.

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Background. This paper presents the experience of introducing the integrated course “Speech aspects of patient-centered communication” into the educational process of medical students. The research relevance is due to the low motivation of students to study linguistic disciplines. However, there is a direct correlation between the level of communication skills developed at language courses and the efficiency in solving professional problems, including those related to the treatment of patients. Purpose. The paper is aimed at justifying the use of digital resources as an effective means of mast
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Lin, Lu. "Exploring Student Academic Achievement and Motivation through Game-Based Learning on Interactive Whiteboards." International Journal of Innovative Research in Multidisciplinary Education 03, no. 11 (2024). https://doi.org/10.58806/ijirme.2024.v3i11n05.

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This study investigates the effectiveness of integrating Wordwall.net games with interactive whiteboards to enhance student motivation and academic achievement in a 10-week financial instruments course. The primary research questions focus on how this combination impacts students' learning motivation and performance. Utilizing a single-group pretest-posttest experimental design, the research involved 33 undergraduate students who completed assessments, including the Financial Instruments Quiz and the Learning Motivation Scale, which encompasses five dimensions: intrinsic goal orientation, extr
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"LearningApps . <learningapps.org>. WordWall . <wordwall.net>." French Review 98, no. 1 (2024): 162–63. http://dx.doi.org/10.1353/tfr.2024.a937866.

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"Assessing the Effectiveness of Wordwall.net as a Vocabulary Learning Tool: Pre-Service EFL Teachers' Perspectives." Journal of Education and Practice, November 2023. http://dx.doi.org/10.7176/jep/14-31-04.

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Omega, Shera Alva, Suharmono Kasiyun, and Ainur Rohimah. "Peningkatan Hasil Belajar IPAS Materi Bagian Tumbuhan dan Fungsinya melalui Media Platform Wordwall.net pada Siswa Kelas IV SD AL-Islah Surabaya." Indonesian Research Journal on Education 4, no. 1 (2024). http://dx.doi.org/10.31004/irje.v4i1.492.

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Tujuan dari penelitian ini untuk mengetahui peningkatan hasil belajar peserta didik melalui Platform Wordwall.net sebagai alat bantu belajar siswa kelas IV SD Al-Islah Surabaya yang berjumlah 35 siswa. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dalam 2 siklus dengan desain penelitian model Kemmis dan Taggart. Teknik pengumpulan data yang digunakan berupa instrumen observasi aktivitas peserta didik, serta tes tulis untuk mengetahui hasil belajar. Data analisis dengan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan pada masa pra siklus nilai rata-rata sebe
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"Transcript-Based Lesson Analysis: Reward and Punishment Using Wordwall.net Toward Students’ Self-Efficacy in Learning Excretory System." Journal of Innovative Science Education 13, no. 1 (2024). http://dx.doi.org/10.15294/jise.v13i1.826.

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Керімбаев, Н. Н., та Ә. Б. Сәкенова. "ПЕДАГОГИЧЕСКИЕ АСПЕКТЫ ИСПОЛЬЗОВАНИЯ ТЕХНОЛОГИИ СОВМЕСТНОГО ОБУЧЕНИЯ В ИНФОРМАТИКЕ". BULLETIN Series Physical and Mathematical Sciences 85, № 1 (2024). http://dx.doi.org/10.51889/2959-5894.2024.85.1.024.

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Бұл мақалада информатика сабақтарында бірлесіп оқыту технологиясын қолданудың маңыздылығы мен оның білім сапасын арттыруға әсері қарастырылады. Бірлесіп оқыту –бұл оқушылар топта жұмыс істейтін, бір-бірімен мәселелерді бірлесіп шешу әдісі. Мақалада бұл технологияның тиімді жақтары мен артықшылықтары айтылады, мысалы, оқушылардың ынтасын арттыру, коммуникативті дағдыларды жетілдіру, сыни тұрғыдан ойлауды дамыту және т.б. Бірлесіп оқытудың ғылыми анықтамалары мен шетел ғалымдарының көзқарастары, сонымен қатар осы оқыту түрін пайдаланудағы негізгі принциптер ашып көрсетіледі. Қоғамда «бірлесіп оқ
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Sary, Fetty Poerwita, Nidya Dudija, and Adhi Prasetio. "PENINGKATAN KOMPETENSI MENGAJAR DOSEN MELALUI APLIKASI THINGLINK DI FAKULTAS BAHASA DAN BUDAYA UNIVERSITAS DHARMA PERSADA." Prosiding COSECANT : Community Service and Engagement Seminar 2, no. 2 (2023). http://dx.doi.org/10.25124/cosecant.v2i2.18559.

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Pandemi covid-19 yang dimulai sejak awal tahun 2020, telah mendorong sistem Pendidikan untuk melakukan penyesuaian dalam proses belajar mengajar. Surat Edaran Menteri Pendidikan dan Kebudayaan no. 4 tahun 2020 menghimbau agar institusi Pendidikan harus melakukan physical distancing (menjaga jarak) diantara masyarakat, menjauhi aktivitas dalam segala bentuk kerumunan, perkumpulan, dan menghindari adanya pertemuan yang melibatkan banyak orang. Aturan ini dikeluarkan agar penyebaran covid-19 dapat dikendalikan. Oleh karena itu interaksi pun dibatasi dengan cara tidak melakukan proses belajar meng
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