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Students’ low interest in economics classes, particularly when it comes to the topic of national income, results from the use of conventional teaching methods that do not sufficiently motivate students to actively participate in the learning process. Therefore, a teaching approach that utilizes interactive media is needed like a Wordwall-based game. This study was aim to determine the effectiveness of using a Wordwall-based game show on students’ interest in learning during economics classes at SMAN 2 Batu. The method used in this study is quantitative quasi-experimental approach with a non-equivalent control group design. The study involved two classes, an experimental class and a control class, each consisting of 36 students. Data were collected through a learning interest questionnaire. Before hypothesis testing, the data's normality and homogeneity were assessed; the results indicated that the data were not normally distributed. Data analysis continued with nonparametric tests, the Mann-Whitney U test and the N-Gain test. The analysis result of the research data shows a significant difference in learning interest between the two groups, with a significance value of 0.000 < 0.05. The N-Gain test results for the experimental class were 0.52, classified as moderate, indicating that the implementation of a Wordwall-based game show on the topic of national income can effectively help increase students’ interest in economics. The conclusion this study that the use of gamification-based digital platforms such as Wordwall has the potential to serve as an innovation in the development of interactive learning media that can increase student interest during the learning process. The contribution of this research lies in providing empirical evidence regarding the effectiveness of Wordwall as a gamification-based learning medium to increase students' interest in learning economics, especially in national income materials. Keywords: economic lesson; game show; learning interest; wordwall ABSTRAK Minat mahasiswa yang rendah terhadap kelas ekonomi, terutama dalam topik pendapatan nasional, disebabkan oleh penggunaan metode pengajaran konvensional yang tidak cukup memotivasi siswa untuk berpartisipasi aktif dalam proses pembelajaran. Oleh karena itu, pendekatan pengajaran yang menggunakan media interaktif diperlukan seperti game berbasis Wordwall. Tujuan penelitian ini untuk menentukan efektivitas penggunaan acara permainan berbasis Wordwall terhadap minat siswa dalam belajar selama kelas ekonomi di SMAN 2 Batu. Metode penelitian ini menggunakan pendekatan kuantitatif kuasi-eksperimental dengan desain kelompok kontrol yang tidak setara. Studi ini melibatkan dua kelas, satu kelas eksperimental dan satu kelas kontrol, masing-masing terdiri dari 36 siswa. Data dikumpulkan melalui kuesioner minat belajar. Sebelum pengujian hipotesis, normalitas dan homogenitas data dinilai; Hasilnya menunjukkan bahwa data tidak terdistribusi secara normal. Analisis data berlanjut dengan uji nonparametrik, uji Mann-Whitney U, dan uji N-Gain. Hasil analisis data penelitian menunjukkan perbedaan signifikan dalam minat belajar antara kedua kelompok, dengan nilai signifikansi 0,000 < 0,05. Hasil tes N-Gain untuk kelas eksperimental adalah 0,52, diklasifikasikan sebagai moderat, menunjukkan bahwa pelaksanaan acara permainan berbasis Wordwall dengan topik pendapatan nasional dapat secara efektif membantu meningkatkan minat siswa terhadap ekonomi. Kesimpulan penelitian ini menunjukkan bahwa penggunaan platform digital berbasis gamifikasi seperti Wordwall berpotensi menjadi inovasi dalam pengembangan media pembelajaran interaktif yang dapat meningkatkan minat siswa selama proses pembelajaran. Kontribusi penelitian ini terletak pada penyediaan bukti empiris mengenai efektivitas Wordwall sebagai media pembelajaran berbasis gamifikasi untuk meningkatkan minat belajar ekonomi siswa, khususnya pada materi pendapatan nasional. Kata kunci: acara kuis; minat belajar; pelajaran ekonomi; wordwall
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Aulia et al. (2026) studied this question.
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