The Effect of Wordwall-Assisted Gamification on Fourth-Grade Students’ Mathematical Literacy

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Abstract

This study aims to determine the effect of an interactive gamification approach assisted by the Wordwall application on the mathematical literacy skills of fourth-grade students at Srikencana Elementary School on the topic of comparing fractions with the same denominator. This study uses a quantitative approach with a pre-experimental design through the form ofOne Group Pretest-Posttest DesignThe research sample consisted of 23 fourth-grade students taken using a saturated sampling technique. Data collection was carried out through tests (pretest And posttest) which measures the mathematical literacy indicators, then analyzed using descriptive and inferential statistics which include the Shapiro-Wilk normality test and Paired Sample t-test with the help of SPSS version 27. The results of the descriptive analysis show an increase in the average class score from 40.96 at thepretestto 82.39 at the levelposttest, which reflects an increase of 41.43 points. In addition, the results of the hypothesis test usingPaired Sample t-testproduces a significance value (Sig. 2-tailed) of 0.000, where this value is smaller than 0.05 (p < 0,05). This shows thatrejected andaccepted. This finding empirically proves that the interactive gamification approach assisted by Wordwall has a positive and significant effect on improving the mathematical literacy skills of fourth-grade elementary school students.

Keywords

elementary education gamification mathematical literacy wordwall

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Copyright (c) 2026 Siti Nurkhalijah, Siti Latifah (Author)

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Issue: Vol. 4 No. 4 (2026): Nagri Pustaka: Jurnal Pendidikan, Ilmu Sejarah, dan Budaya (InPress)

How to Cite

How to Cite

The Effect of Wordwall-Assisted Gamification on Fourth-Grade Students’ Mathematical Literacy. (2026). Nagri Pustaka: Jurnal Pendidikan, Ilmu Sejarah, Dan Budaya, 4(4), 275-284. https://doi.org/10.62238/nagripustaka.v4i4.521