The Implementation of Wordwall as an Interactive Medium for Arabic Vocabulary Learning at an Islamic Elementary School
Abstract
This study aims to describe and analyze the implementation of Wordwall as an interactive medium for Arabic vocabulary learning at MI Muhammadiyah 22 Sugihwaras, Bojonegoro Regency. A descriptive qualitative design with a case study approach was employed. Participants were selected through purposive sampling and included the Arabic language teacher, the head of the madrasah, the vice principal for curriculum affairs, and students who were directly involved in the learning activities. Data were collected through passive participant observation, semi-structured interviews, and documentation, and were analyzed through data condensation, data display, and conclusion drawing and verification. Trustworthiness was strengthened through source and technique triangulation, persistent observation, and member checking. The findings show that Wordwall was implemented progressively from vocabulary introduction and guided practice to repetition and formative assessment by using the Match Up, Open the Box, Quiz, and Random Wheel templates. The integration of images, varied game activities, repetition, and immediate feedback created a more active, engaging, and participatory learning process. Students were better able to connect Arabic written forms, pronunciation, images, and word meanings, and they demonstrated greater confidence in answering questions and pronouncing words. Successful implementation was supported by the teacher’s instructional design skills, institutional support, the availability of devices, and students’ interest. The main constraints were unstable internet access, limited devices, differences in Arabic reading proficiency, and an excessive focus on scores and speed. Wordwall can therefore support interactive Arabic vocabulary learning when it is used systematically, progressively, and with appropriate pedagogical guidance.
References
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322.
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE.
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, Article 9.
Fadli, M. R. (2021). Memahami desain metode penelitian kualitatif [Understanding qualitative research method design]. Humanika: Kajian Ilmiah Mata Kuliah Umum, 21(1), 33–54.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE.
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161.
Hwang, G.-J., & Fu, Q.-K. (2019). Trends in the research design and application of mobile language learning: A review of 2007–2016 publications in selected SSCI journals. Interactive Learning Environments, 27(4), 567–581.
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191–210.
Kusmawati, A. P., Fahrurrozi, & Supena, A. (2024). Using gamification through Wordwall to enhance concentration in ADHD students at inclusive primary schools. International Journal of Innovative Research in Education. Advance online publication.
Li, H., He, R., & Yuan, L. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, Article 1253549.
Lin, C.-C., & Lin, V. (2019). Mobile-assisted ESL/EFL vocabulary learning: A systematic review and meta-analysis. Computer Assisted Language Learning, 32(8), 878–919.
Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. SAGE.
Mahdi, H. S. (2018). Effectiveness of mobile devices on vocabulary learning: A meta-analysis. Journal of Educational Computing Research, 56(1), 134–154.
Mayer, R. E. (2021). Multimedia learning (3rd ed.). Cambridge University Press.
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). SAGE.
Moleong, L. J. (2017). Metodologi penelitian kualitatif [Qualitative research methodology] (Rev. ed.). Remaja Rosdakarya.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283.
Rijali, A. (2018). Analisis data kualitatif [Qualitative data analysis]. Alhadharah: Jurnal Ilmu Dakwah, 17(33), 81–95.
Rodrigues, L., Pereira, F. D., Toda, A. M., Palomino, P. T., & Pessoa, M. (2022). Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. International Journal of Educational Technology in Higher Education, 19, Article 13.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112.
Schmitt, N. (2008). Instructed second language vocabulary learning. Language Teaching Research, 12(3), 329–363.
Sugiyono. (2020). Metode penelitian kualitatif [Qualitative research methods]. Alfabeta.
Webb, S. (2007). The effects of repetition on vocabulary knowledge. Applied Linguistics, 28(1), 46–65.
Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). SAGE.





