The purpose of writing this study is to initiate and introduce the use of the Wordwall software as a learning medium (game-based) and evaluation of prehistoric Indonesian teaching materials in high schools. The Wordwall application is packaged into an Wordwall learning activity called HITARI or Historical-archeology Heritage Riddle. The use of the Wordwall media is carried out based on an analysis of the tendency of visual learning styles in students and of course problems relating to the interest in learning history. This study is compiled using a literature study with a qualitative approach, which consists of four steps, namely 1) determining the problem, 2) collecting sources and data, 3) correlating sources and data, and 4) presenting the discussion. The discussion in this article focuses on general elaboration concerning 1) the adjustment of teaching materials (Prehistoric Indonesia; hunting, gathering, and farming), and learning syntax of Wordwall media programming techniques, 2) steps for creating teaching media using Wordwall, 3) analysis of the strengths and weaknesses of the use of the Wordwall application as a teaching media. Tujuan ditulisnya telaah ini adalah untuk menginisiasi dan mengenalkan pemanfaatan software Wordwall sebagai media belajar (berbasis permainan) dan evaluasi terhadap materi ajar Indonesia Masa Prasejarah di Sekolah Menengah Atas. Aplikasi Wordwall dikemas menjadi suatu aktivitas pembelajaran Wordwall yang diberi nama HITARI atau Historical- archaeology Heritage Riddle. Pemanfaatan media Wordwall ini dilakukan atas dasar analisis kencenderungan gaya belajar visual pada peserta didik dan tentu saja masalah yang berkenaan dengan minat belajar sejarah. Telaah ini disusun menggunakan studi pustaka dengan pendekatan kualitatif, yang terdiri atas empat langkah, yaitu 1) menentukan masalah, 2) pengumpulan sumber dan data, 3) korobasi sumber dan data, dan 4) penyajian pembahasan. Pembahasan dalam artikel ini berfokus pada penjabaran umum berkenaan dengan 1) penyesuian materi ajar (Indonesia Zaman Prasejarah; masa berburu, dan mengumpulkan makanan, dan bercocok tanam), dan sintaks pembelajaran terhadap teknis pemrograman media Wordwall, 2) langkah- langkah pengkreasian media ajar menggunakan Wordwall, 3) analisis kekuatan dan kelemahan dari pemanfaatan aplikasi Wordwall sebagai media ajar.
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