The Effect of Wordwall Game-Assisted Learning on Learning Motivation in DDTJKT Lessons at SMKN 01 Rejotangan
DOI:
https://doi.org/10.29100/bicone.v1i1.29Abstract
Fun and interactive learning is a necessity in the teaching and learning process, especially in technical subjects such as Basic Computer Network Engineering and Telecommunications (DDTJKT). This study aims to determine the effect of learning assisted by wordwall games on the learning motivation of class X TJKT students at SMKN 01 Rejotangan. This study used a quantitative approach with a quasi-experimental design and involved two classes, namely the experimental class (using wordwall games) and the control class (without wordwall games). The population in the study consisted of 107 students, with a sample of 60 students selected using purposive sampling method. Data were collected through observations, interviews, and learning motivation questionnaires that had been tested for validity and reliability. The instrument uses a Likert scale with indicators of learning motivation such as the desire to succeed, learning motivation, and interesting learning activities. The data analysis technique used the Independent Sample T-Test test. The results showed that there was a significant difference in student learning motivation between the experimental and control classes with a significance value of 0.001.