The Effectiveness of the Wayground Paper-Mode Method Assisted by Motion Media in Improving Science Learning Outcomes for Elementary School Students
DOI:
https://doi.org/10.17509/h280k712Keywords:
Game-Based Learning, Motion Media, Science Learning, Wayground Paper ModeAbstract
The low quality of science learning in Indonesian elementary schools, reflected in Indonesia's 2022 PISA science score of 383 points, underscores the urgent need for effective yet inclusive learning media innovations, particularly for schools with limited digital infrastructure. This study aimed to analyze differences in science learning outcomes among fifth-grade students before and after the implementation of Wayground Paper Mode assisted by movement media, and to examine its effectiveness compared to a control class. A quantitative approach with a quasi-experimental nonequivalent control group design was employed. The subjects consisted of 18 students from class VA as the experimental group and 21 students from class VB as the control group. The instrument used was a multiple-choice test validated through Aiken's V and reliability-tested using Cronbach's Alpha. Data were analyzed using paired samples t-test and independent samples t-test via Jamovi, supplemented by Cohen's d as an effect size measure. Paired samples t-test results revealed a significant improvement in the experimental class (t = −5.41; p < 0.001; Cohen's d = −1.28, large effect) with an average gain score of 21.0 points, far exceeding the control class gain of 12.6 points. Comparison of posttest scores between both classes demonstrated a significant difference (t = 2.691; p = 0.011; Cohen's d = 0.864, large effect). This superiority stems from the dual coding visual-kinesthetic stimulation through Q-Cards and movement media, which strengthens long-term memory processing in alignment with students' concrete operational developmental stage. Wayground Paper Mode is proven to be an equitable learning solution that can be implemented in elementary schools without reliance on individual student devices.References
Alyusfitri, R., Gistituati, N., Yerizon, Y., Fauzan, A., & Yarman, Y. (2024). The effectiveness and relationship of student responses toward learning outcomes using interactive multimedia-based e-modules in elementary schools. International Electronic Journal of Elementary Education, 16(5), 573–584. https://iejee.com/index.php/IEJEE/article/view/2203
Aryfien, W. N., Atmojo, I. R. W., & Matsuri, M. (2025). Interactive learning media for better learning outcomes in elementary school: A systematic literature review. Mimbar Sekolah Dasar, 12(1), 132–147. https://doi.org/10.53400/mimbarsd.v12i1.82323
Azizah, S. N., Setiaji, A., & Susanto, D. A. (2025). The effectiveness of wayground application in enhancing grammar mastery of students with different motivation. Media Penelitian Pendidikan: Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran, 19(2), 230–242. https://doi.org/10.26877/mpp.v19i2.26100
Bilad, M. R., Zubaidah, S., & Prayogi, S. (2024). Addressing the PISA 2022 results: A call for reinvigorating Indonesia’s education system. International Journal of Essential Competencies in Education, 3(1), 1–12. https://doi.org/10.36312/ijece.v3i1.1935
Darmulyani, D., Palloan, P., & Kohar, N. M. T. (2024). Implementasi metode game based learning (GBL) untuk meningkatkan hasil belajar IPA peserta didik kelas VII. Jurnal Pemikiran dan Pengembangan Pembelajaran, 6(2), 953–959. https://garuda.kemdiktisaintek.go.id/documents/detail/4599766
Destriana, M., & Farida, A. N. (2025). Integrating Wayground in teaching short functional texts: Impacts on students’ motivation. ELT Forum: Journal of English Language Teaching, 14(3), 280–288. https://doi.org/10.15294/elt.v14iSpecial%20Issue.29183
Elfiana, D. E., Mufida, S. N., Sari, D. P., Susilawati, Nuraini, M., & Solikha, S. R. (2025). Wayground paper mode: An innovation of game based learning evaluation tools in islamic elementary schools. Proceedings International Conference on Education, 3(1), 873–888. https://jurnalfaktarbiyah.iainkediri.ac.id/index.php/proceedings/article/view/7036
Fajriah, A., Sadiah, H., & Setiabudi, D. (2022). Penggunaan media pembelajaran pop-up book dalam meningkatkan hasil belajar siswa di sekolah dasar. Jurnal Riset Sosial Humaniora, dan Pendidikan, 1(2), 51–58. https://doi.org/10.56444/soshumdik.v1i2.74
Fatimah, S., Prasetyo, S., & Munastiwi, E. (2024). Inovasi dalam pengajaran IPA di sekolah dasar melalui penggunaan teknologi digital. MUBTADI: Jurnal Pendidikan Ibtidaiyah, 6(1), 15–27. https://doi.org/10.19105/mubtadi.v6i1.14271
Gosselin, R. (2024). Testing for normality: A user’s (cautionary) guide. Laboratory Animals, 58(5), 433–437. https://doi.org/10.1177/00236772241276808
Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Frontiers in Psychology, 14, 1253549. https://doi.org/10.3389/fpsyg.2023.1253549
Musfiza, L., Elizar, E., & Rohmani, R. (2025). YouTube videos as learning media to improve science learning outcomes in elementary schools: A systematic literature review. Indonesian Journal of Educational Research and Review, 8(2), 569–582. https://doi.org/10.23887/ijerr.v8i2.89937
Nurjanah, S., Istiyono, E., Widihastuti, W., Iqbal, M., & Kamal, S. (2023). The application of Aiken’s V method for evaluating the content validity of instruments that measure the implementation of formative assessments. Journal of Research and Educational Research Evaluation, 12(2), 125–133. https://doi.org/10.15294/jere.v12i2.76451
Othman, M. K., Mat, R., & Sim, K. C. (2025). A systematic review of paper‐based and digital board games for collaborative science learning. Review of Education, 13(3), e70107. https://doi.org/10.1002/rev3.70107
Purnama, A. V., Arafat, Y., & Heldayani, E. (2023). Pengaruh metode game based learning (GBL) terhadap hasil belajar IPA energi alternatif di SD Negeri 02 Lahat. Innovative: Journal of Social Science Research, 3(3), 9040–9050. https://j-innovative.org/index.php/Innovative/article/view/3215
Rahmani, C. D., Adrias, A., & Suciana, F. (2025). Penggunaan media pembelajaran berbasis teknologi dalam pembelajaran IPAS di sekolah dasar. Sinar Dunia: Jurnal Riset Sosial Humaniora Dan Ilmu Pendidikan, 4(1), 268–278. https://doi.org/10.58192/sidu.v4i1.3193
Rahmawati, R., Khaeruddin, K., & Amal, A. (2021). Pengembangan media pembelajaran video interaktif untuk meningkatkan hasil belajar IPA siswa sekolah dasar. Jurnal Ilmu Pendidikan Dasar Indonesia, 1(1), 29–38. https://doi.org/10.51574/judikdas.v1i1.163
Resta, R. G., & Kodri, S. (2023). Media pembelajaran pop up book untuk meningkatkan hasil belajar IPA siswa sekolah dasar. Jurnal Educatio FKIP UNMA, 9(1), 162–167. https://doi.org/10.31949/educatio.v9i1.4189
Rozaky, M. F., Majid, M. A., Ardipratiwi, L., Rahmawati, Y., Sari, J. S. A., & Ismunadi, A. (2025). Penerapan multimedia pembelajaran interaktif berbasis Canva terhadap minat belajar siswa kelas V SD Negeri Gondoriyo. JISPENDIORA: Jurnal Ilmu Sosial Pendidikan dan Humaniora, 4(2), 294–307. https://doi.org/10.56910/jispendiora.v4i2.2284
Safira, R. F., & Nahdi, D. S. (2024). Keragaman perangkat lunak multimedia interaktif untuk meningkatkan kualitas pembelajaran IPA sekolah dasar. Jurnal MADINASIKA, 5(2), 68–77. https://doi.org/10.31949/madinasika.v5i2.7812
Salam, N., Suyanto, S., & Ningsih, S. N. (2024). Maximizing the potential of digital learning media in primary education: Insights from a Systematic literature review. Indonesian Journal of Educational Research and Review, 7(3), 615–629. https://doi.org/10.23887/ijerr.v7i3.80617
Sukma, K. I., & Handayani, T. (2022). Penaruh penggunaan media interaktif berbasis Wordwall Quiz terhadap hasil belajar IPA di sekolah dasar. Jurnal Cakrawala Pendas, 8(4), 1020–1028. https://doi.org/10.31949/jcp.v8i4.2767
Thaqi, V., & Atanasoska, T. (2025). Challenges and Solutions in implementing multimedia in the classroom. Open Journal of Social Sciences, 13, 583–604. https://doi.org/10.4236/jss.2025.136039
Tsoukala, E., Lefkos, I., & Fachantidis, N. (2024). Exploring the applications of QR Codes in STEM subjects. In M. E. Auer & T. Tsiatsos (eds), Smart Mobile Communication & Artificial Intelligence. Lecture Notes in Networks and Systems, 936, (pp. 129–139). Springer. https://doi.org/10.1007/978-3-031-54327-2_13
Ulfa, E. M., Nuri, L. N., Sari, A. F. P., Baryroh, F., Ridlo, Z. R., & Wahyuni, S. (2022). Implementasi game based learning untuk meningkatkan kemampuan literasi dan numerasi siswa sekolah dasar. Jurnal Basicedu, 6(6), 9344–9355. https://doi.org/10.31004/basicedu.v6i6.3742
Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis. International Journal of STEM Education, 9(1), 26. https://doi.org/10.1186/s40594-022-00344-0
Wang, Y., Tan, W. H., Ye, Q., & Gu, T. (2026). Effects of game-based learning on piano music knowledge among elementary school pupils: Pretest-posttest quasi-experimental study. JMIR Serious Games, 14, e80766. https://doi.org/10.2196/80766
Widiana, I. W. (2022). Game based learning dan dampaknya terhadap peningkatan minat belajar dan pemahaman konsep siswa dalam pembelajaran sains di sekolah dasar. Jurnal Edutech Undiksha, 10(1), 1–10. https://doi.org/10.23887/jeu.v10i1.48925
Zakariya, Y. F. (2022). Cronbach’s alpha in mathematics education research: Its appropriateness, overuse, and alternatives in estimating scale reliability. Frontiers in Psychology, 13, 1074430. https://doi.org/10.3389/fpsyg.2022.1074430
Zeng, J., Sun, D., Looi, C.-K., & Fan, A. C. W. (2024). Exploring the impact of gamification on students‘ academic performance: A comprehensive meta-analysis of studies from the year 2008 to 2023. British Journal of Educational Technology, 55, 2478–2502. https://doi.org/10.1111/bjet.13471
Zuroida, D. A., Santia, I., & Hermawan, T. (2025). Penerapan media visual dalam pembelajaran IPAS untuk meningkatkan hasil belajar peserta didik sekolah dasar. Jurnal Pendidikan Dasar, 13(2), 171–176. https://doi.org/10.20961/jpd.v13i2.103329
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Didaktika

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
