Exploring Student Academic Achievement and Motivation through Game-Based Learning on Interactive Whiteboards


Lu Lin
Department of Public Finance and Taxation, Takming University of Science and Technology, Taiwan
DOI : https://doi.org/10.58806/ijirme.2024.v3i11n05

Abstract

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, extrinsic goal orientation, task value, control beliefs, and self-efficacy. The results revealed a statistically significant increase of 31 points in quiz scores from pre- to post-test, with 97% of participants achieving passing grades after the intervention. Additionally, motivation measures demonstrated considerable gains across all five dimensions. Qualitative feedback highlighted that the interactive game-based format promoted enjoyment, facilitated social collaboration, and increased engagement with digital content. The findings provide empirical evidence that combining Wordwall.net with interactive whiteboards can significantly improve student motivation and understanding of complex concepts. These results suggest that educators should consider this integration to create a more engaging learning environment. Future research is recommended to explore long-term effects and identify specific features of Wordwall.net that enhance learning outcomes when used with interactive whiteboards.

Keywords:

game-based learning, interactive whiteboard, Wordwall.net, learning motivation, academic achievement

References:

1) Aidah, N., & Nurafni, N. (2022). Analisis Penggunaan Aplikasi Wordwall.net Pada Pembelajaran Ipa Kelas Iv Di Sdn Ciracas 05 Pagi. Pionir: Jurnal Pendidikan, 11(2). http://dx.doi.org/10.22373/pjp.v11i2.14133

2) Alizadeh, M. (2016). The impact of motivation on English language learning. International Journal of Research in English Education, 1(1), 11-15.

3) Bell, M. A. (2000). Impact of the electronic interactive whiteboard on student attitudes and achievement in eighth-grade writing instruction. Baylor University.

4) Branzburg, J. (2007). Whiteboards at Your Service: Interactive Whiteboards Can Assist Teachers, Students, Trainers, and District Office Personnel. Technology & Learning, 28(2), 38.

5) Cheung, C. K. (2001). The use of popular culture as a stimulus to motivate secondary students’ English learning in Hong Kong. ELT Journal, 55(1), 55-61. https://doi.org/10.1093/elt/55.1.55

6) Cuthell, J. (2006). Tools for Transformation: The Impact of Interactive Whiteboards in a range of contexts. In Society for Information Technology & Teacher Education International Conference (pp. 1491-1497). Association for the Advancement of Computing in Education (AACE).

7) Dornyei, Z. 2001. Teaching and Researching Motivation. Pearson Education Limited.

8) Rogers, C. (1991). On Becoming a Person. Houghton Mifflin.

9) Elliot, A. J. & Covington, M. V. (2001). Approach and avoidance motivation. Educational Psychology Review, 13(2), 73-92. https://doi.org/10.1023/A:1009009018235

10) Ellis, R. (1997). The study of second language acquisition. Oxford University Press.

11) Fuster-Guilló, A., Pertegal-Felices, M. L., Jimeno-Morenilla, A., Azorín-López, J., Rico-Soliveres, M. L., & Restrepo-Calle, F. (2019). Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot. Frontiers in Psychology, 10, 2843. https://doi.org/10.3389/fpsyg.2019.02843

12) Gardner, R. C. (1985). Social psychology and second language learning: The role of attitudes and motivation. Edward Arnold.

13) Gardner, R. C., & Lambert, W. E. (1972). Attitudes and motivation in second language learning. Newbury House Publishers.

14) Gardner, R. C. (2001). Integrative motivation and second language acquisition. In Z. Dörnyei, & R. Schmidt (Eds.), Motivation and Second Language Acquisition (pp. 1-19). University of Hawaii Press.

15) Glover, D., & Miller, D. (2001). Running with technology: The pedagogic impact of the large-scale introduction of interactive whiteboards in one secondary school. Journal of Information Technology for Teacher Education, 10(3), 257-278. https://doi.org/10.1080/14759390100200115

16) Glover, D., & Miller, D. (2009). Optimising the use of interactive whiteboards: an application of developmental work research (DWR) in the United Kingdom. Professional Development in Education, 35(3), 469-483. https://doi.org/10.1080/19415250902731553

17) Goodison, T. (2002). Enhancing learning with ICT at primary level. British Journal of Educational Technology, 33(2), 215-228. https://bera-journals.onlinelibrary.wiley.com/doi/10.1111/1467-8535.00255

18) Idzi’ Layyinnati, M. F. (2021). Pengaruh Media Pembelajaran Berbasis Website (Wordwall) Terhadap Hasil Belajar Peserta Didik Pada Mata Pelajaran Fiqih Kelas VII Di Sekolah Menengah Pertama Muhammadiyah 07 Paciran. Jurnal Mahasiswa Pendidikan, 1(1), 1-32.

19) Lepper, M. R. (1988). Motivational considerations in the study of instruction. Cognition and Instruction, 5(4), 289-309. http://dx.doi.org/10.1207/s1532690xci0504_3

20) Marensi, V., Suarman, A. S., & Syahza, A. (2023). The Effectiveness Of Using Word Wall-Based Learning Media In Increasing Students’ learning Activities On Economy Learning Subjects At Sma Pgri Pekanbaru. Jurnal Pajar (Pendidikan dan Pengajaran), 7(2), 407-415. http://dx.doi.org/10.33578/pjr.v7i2.9165

21) Miller, D., Glover, D. and Averis, D. (2005). Presentation and pedagogy: the effective use of interactive whiteboards in mathematics lessons. In D. Hewitt and A. Noyes (Eds). Proceedings of the sixth British Congress of Mathematics Education held at the University of Warwick, (pp. 105-112).

22) Minarta, S. M., & Pamungkas, H. P. (2022). Efektivitas media wordwall untuk meningkatkan hasil belajar ekonomi siswa man 1 lamongan. Oikos: Jurnal Ekonomi dan Pendidikan Ekonomi, 6(2), 189-199. https://doi.org/10.23969/oikos.v6i2.5628

23) Pintrich, P., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor MI University Michigan.

24) Pradini, P. C., & Adnyayanti, N. L. P. E. (2022). Teaching English Vocabulary to Young Learners with Wordwall Application: An Experimental Study. Journal of Educational Study, 2(2), 187-196. https://doi.org/10.36663/joes.v2i2.351

25) Rodríguez-Escobar, C., Cuevas-Lepe, J., & Maluenda-Parraguez, L. (2023). Assessing the Effectiveness of Wordwall.net as a Vocabulary Learning Tool: Pre-Service EFL Teachers’ Perspectives. Journal of Education and Practice, 14(31), 41-51. http://dx.doi.org/10.7176/JEP/14-31-04

26) Santosa, M. H., Harismayanti, I., & Putra, I. N. A. J. (2022). Technology in action: Developing gamification handbook in English teaching and learning for the 21st century learners. The Electronic Journal for English as a Second Language, 26(101). https://doi.org/10.55593/ej.26101a2

27) Sari, P. M., & Yarza, H. N. (2021). Pelatihan penggunaan aplikasi Quizizz dan Wordwall pada pembelajaran IPA bagi guru-guru SDIT Al-Kahfi. SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 4(2), 195-199. https://doi.org/10.31764/jpmb.v4i2.4112

28) Sari, W. I. Y. (2021). Wordwall sebagai media belajar interaktif daring dalam meningkatkan aktifitas dan hasil belajar mahasiswa geografi pada mata kuliah geografi desa kota di masa pandemi. Akademika, 10(1), 1-15.

29) Sarsa, J., & Soler, R. (2011). Special features of Interactive Whiteboard software for motivating students. International Journal of Information and Education Technology, 1(3), 235-240. https://doi.org/10.7763/IJIET.2011.V1.38

30) Savira, A., & Gunawan, R. (2022). Pengaruh Media Aplikasi Wordwall dalam Meningkatkan Hasil Belajar Mata Pelajaran IPA di Sekolah Dasar. Edukatif: Jurnal Ilmu Pendidikan, 4(4), 5453-5460. https://doi.org/10.31949/jcp.v8i4.2767

31) Seaborn, K. & Fels, D. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006

32) Setyoningsih (2022). Utilizing YouTube as a Learning Resource to Motivate Students to Learn English. In D. Rukmini & R. Hartono (Eds.), 21st Century Language Development: An Evaluation of Technology-Based Applications in English Language Classroom in Indonesia (pp. 75-84). UNNES Press.

33) Swari, N. K. T. A. (2023). Wordwall as a Learning Media to Increase Students’ Reading Interest. Jurnal Pendidikan Bahasa Inggris Indonesia, 11(1), 21-29. https://doi.org/10.23887/jpbi.v11i1.1572

34) Teo, H. H., Oh, L. B., Liu, C., & Wei, K. K. (2003). An empirical study of the effects of interactivity on web user attitude. International journal of human-computer studies, 58(3), 281-305.https://doi.org/10.1016/S1071-5819(03)00008-9

35) Uduak, I., & Kasumu, R. O. (2022). The use of interactive whiteboards for teaching and learning in tertiary institutions. International Journal of Trendy Research in Engineering and Technology, 6(6), 28-33. https://doi.org/10.54473/IJTRET.2022.6606

36) Wall, K., Higgins, S., & Smith, H. (2005). ‘The visual helps me understand the complicated things’: pupil views of teaching and learning with interactive whiteboards. British journal of educational technology, 36(5), 851-867. http://dx.doi.org/10.1111/j.1467-8535.2005.00508.x

37) Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers & Education, 149, 1-22. https://doi.org/10.1016/j.compedu.2020.103818

38) Zichermann, G. & Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol. O’Reilly Media, Inc.