74 | Development of Maze Case Games Based on Word Walls the Theme of My Heroes in Improving Elementary School Students' Critical Thinking Ability 

P-ISSN: 2580-9326 

E-ISSN: 2580-7714 

PrimaryEdu : Journal of Elementary Education 

Volume 7, Number 1, February 2023 

 

Development of Maze Case Games Based on Word Walls the Theme of My 

Heroes in Improving Elementary School Students' Critical Thinking 

Ability 
 

Yuli Mulyawati1, Yuyun Elizabeth2 

1Universitas Pakuan, Indonesia 
2Universitas Pakuan, Indonesia 

1yulimulyawati@umpak.ac.id, 2yuyunpatras64@gmail.com 

 

Abstract 

The use of this media application requires more insight from educators. Learning focuses more on face-

to-face with zoom, teaching materials are displayed only in the form of words or power points, teacher 

explanations are more verbal, do not use applications or interactive learning media so that students' 

reasoning and creativity are not optimal. well explored. Efforts that can be made to overcome 

monotonous learning are interactive educational games, namely word wall-based labyrinth games. The 

aim is to see an overview of the Improvement and Effectiveness of the Wordwall-Based Maze Chase 

Game Development in improving the critical thinking and reasoning skills of elementary school 

students. The method used is Research and Development, namely the development of learning media. 

The learning media development model used is analysis, design, development, implementation, and 

evaluation. Based on research data, maze chase is an appropriate educational game to be used as a 

learning medium. Based on the results of data processing, 93.3% of students stated that the educational 

games given by the teacher challenged them to fill them in correctly. Moreover, the game is made in 

the form of a maze that challenges students to think critically and reason. Meanwhile, 6.7% of students 

or a small portion stated that educational games were not challenging for them to fill them properly. 

Keywords: Maze Chase, Critical Thinking, Elementary School 
 

 

INTRODUCTION 

In the era of Society 5.0, the roles of schools and teachers are important. Especially 

during the pandemic, learning activities are conducted online using various supporting 

applications such as Zoom, Google Classes, and Google Classes Meetings. The use of this 

means of application requires more information from the breeder. However, in reality, not all 

teachers have adequate information technology at present, which makes online learning seem 

monotonous and difficult for students to understand. Learning is more intensive and face-to-

face using Zoom, teaching materials are in word or PowerPoint-only format, and teacher 

explanations are more verbal and do not use applications or interactive learning media, so 

reasoning and Improve creativity. of students are not properly surveyed. This problem is known 

and is based on the descriptions of several teachers at his SDN Panaragan 1 in Bogor City when 

the researcher made his first observations in schools about the problem in elementary school. 

According to the results of an interview with her Grade IV teacher from SDN Panaragan 1 

Bogor City, the media often used during learning at school are WhatsApp, YouTube, Google 

mailto:yulimulyawati@umpak.ac.id
mailto:yuyunpatras64@gmail.com


 
 

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Classroom, and Google Forms. Therefore, teachers need to be able to create learning methods 

that can utilize technology such as computers as a medium for the learning process (Pebriana 

& Disman, 2017). The application of educational games to learning is directly through simple 

games only, rather than the game applications that many elementary school students love today. 

Lack of educational games in learning also causes students to be less active in learning because 

they feel that learning is monotonous. should practice critical thinking in elementary school 

learning. Critical thinking ability is the ability to think at a high level to solve problems in order 

to train and nurture human thinking ability (Ma’rifah & Mawardi, 2022). 

Educational games make learning more fun for elementary school students. Because 

games feel like you're learning how to compete, how to compete well, and how to think 

critically rather than learning formally. can motivate them to learn Critical thinking involves 

rational, reflective thinking skills focused on deciding what to believe and what to do. 

(Ma’rifah & Mawardi, 2022).  By increasing students' activity in learning activities, we hope 

that using educational games as a learning tool can create enthusiasm in students to learn the 

subject. (Dwiyono, 2019). Elementary school learning needs to foster the ability to think, 

especially the ability to think.(Pebriana & Disman, 2017) 

To provide solutions to the problems arising in Class IV at SDN Panaragan 1 Bogor 

City, the application of Maze Chase games based on Wordwall is implemented. Wordwall can 

be interpreted as a web application that we use to make fun quiz-based games (Epriliyanti et 

al., 2021) Wordwall is a web-based digital game application that offers various game and quiz 

features that educators can use to deliver assessment materials (Khairunisa et al., 2022) 

Wordwall.net makes it easy for teachers to create interactive games and print worksheets for 

their students. It automates the process of designing resources so that teachers can simply insert 

the right content for their classes – lists of key words, definitions, questions or images 

(Epriliyanti et al., 2021)  

The Maze Chase game is used in My Heroes Fight themed SDN Panaragan 1 Bogor 

City Grade 4. The Maze Chase educational game should be used in teaching to improve 

students' critical thinking skills and make learning more fun. Therefore, is this research 

formulation the effectiveness of developing a Wordwall-based maze chase game in improving 

critical thinking skills in elementary school students? 

The purpose of this study is to develop a wordwall-based maze-catching game to 

improve critical thinking skills in elementary school students. 

 



 
 

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METHOD 

  This type of research is research and development (research and development). 

Development research is a research technique used to produce a particular product and to test 

its effectiveness of that product. This development research is used to produce cutting-edge 

products (Sugiyono, 2016) The product being developed is the development of teaching aids 

on output system material using the ADDIE model.  The ADDIE development model belongs 

to William W. Lee & Diana L. Owens  (Owens, 2004) through 5 stages, namely analysis, 

design, development, implementation, and evaluation. The learning pillars developed refer to 

the application of a scientific approach or a scientific approach, according to the 2013 

Curriculum. The Game Maze Case development model used is the ADDIE model with a 

limited deployment stage. The complete ADDIE model development steps are as follows: 

 

 

Figure 1. ADDIE Development Model Stages 

 

1. Research Respondents 

 The trial was carried out after validating 3 (three) expert teams namely media experts, 

design experts, and computing experts. Meanwhile, field trials were conducted on 28 

elementary school students taken from grade IV students at SDN Panaragan 1 Bogor City. 

2. Research Procedure 

 The procedure for this study is in accordance with Figure 2 below: 

 



 
 

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Figure 2. Product Revision Activity Steps (software) 

 

3. Data Collection Technique 

 The methods used to collect data in the form of questionnaires and interviews. This 

questionnaire is intended to assess validation by experts and students' responses. Interview 

tools are used to improve the data obtained from the questionnaire tools. The expert validation 

test used an interview tool. 

 

RESULTS AND DISCUSSION 

Results 

The study was conducted in January 2023, up to class IV class, SDN Panaragan 1, 

Bogor City. The study was conducted using the ADDIE method. 

1. Analysis 

 The analysis is conducted by examining the needs for interactive learning media that 

are currently most needed in classroom learning. This allows students to be more motivated, to 

think critically, and to develop higher reasoning skills. Needs analysis based on the results of 

interviews with teachers that learning media are mostly made in the form of teaching materials 

and almost none are made in the form of games. Based on this, the researchers decided to create 

a maze chase game, an educational game using the Wordwall platform, titled "Heroes 

Struggle". Hence the maze chase game of the same name. 

 

 

Figure 3. Use of teaching media 



 
 

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 Based on these data, 56.7% of students stated that the teacher had used instructional 

media in class. Meanwhile, 30% of students stated that sometimes and 13.3% said that the 

teacher never used learning media in class. 

 

 
Figure 4. Difficulty answering questions 

 

 Based on the data above, 93.3% of students had difficulty answering the practice 

questions given by the teacher, because the questions given were HOTS-based and required 

students to think critically. Meanwhile, 7.7% of students stated that the questions were 

sometimes difficult and sometimes easy. 

 

 
Figure 5. Ease of learning to use the media 

 

 Based on the data above, 93.3% of students stated that learning would be easier if 

assisted by learning media. 

 Based on the results of interviews, questionnaires, and documentation studies, the 

researchers are interested in making word wall-based maze chase educational games. These 

games combine games with existing material content in lessons so that students become more 

challenged to answer questions in these games with games in the form of a maze that require 

ingenuity and thoroughness in avoiding obstacles to get the correct answer. 

2. Design 

Making a game required steps in its manufacture. The steps are as follows: 

a. Prepare online game media, Maze Chase. 

b. Go to the https://wordwall.net page. Several template options will appear. 

c. Select the Maze Chaze game template, the title of the game material will appear 



 
 

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d. The author gives the title of the Games "The Struggle of the Heroes". 

 

 
 

1) Enter the text that will be made about the game. 

2) The number of questions will determine the number of levels. If there are twenty-five 

questions, students must play them up to level twenty-five. 

3) When finished writing questions, select the menu done. Then the Maze Chase game will 

appear which already contains the questions made earlier. 

4) Then the user plays the game first. 

5) Users can set the timer, speed, level, scoring, and the correct answer key. 

 



 
 

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6) After all the settings are done, click the share button. 

7) A choice will appear with whom to share, so choose my student and set it as a task. 

8) Then copy the link, then share it on social media such as WhatsApp, Twitter, Facebook, 

Instagram, and others. 

9) Game Maze Chase is ready to be played by students. 

10) Students who have obtained the link can directly access it by writing the student's name, 

then playing it. 

11) How to play it is easy. Students are faced with the challenge of questions whose answers 

are on a map. 

 

 

12) Students must avoid the pursuit of the enemy, then run 

13) Students must avoid the enemy's pursuit, then run toward the correct answer. If successful 

will go to the next level. If it doesn't work or the answer is wrong, you can't proceed to the 

next level. 



 
 

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14) After the game ends, students and teachers can see the results of the scoring and ranking. 

Learning the Theme of the Struggle of Heroes by using the Maze Chase game is quite 

effective in increasing students' critical thinking in learning. 

 

 
 

3.  Development 

 To be able to test the validity level of a game to be suitable for use in this study, expert 

judgment was carried out by fellow lecturers in the Learning Media course, namely Resyi A 

Gani, M.Pd.. and Dendy Saeful Zen, M.Pd.. based on media experts who made it feasible to 

use. 

4.  Implementation 

 Maze chase games are given to students in closing learning activities. Based on the 

results of interviews with students that with these maze games, they feel learning is more fun, 

and challenging and makes them want to keep playing because of their curiosity to conquer 

various obstacles and get lots of points so they can level up. The maze game "the struggle of 

heroes" challenge students to be able to think critically through challenges to be able to get the 

right answers and reasoning on how to strategize in order to get answers quickly and accurately 

without having to be hampered by obstacles in the maze chase games. 

5.  Evaluation 

 Evaluation is carried out by giving questionnaires to students regarding the use of word 

wall-based maze chase learning media in improving the critical thinking skills and reasoning 

abilities of elementary school students. Based on the results of the questionnaire, the following 

results were obtained: 

 



 
 

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Figure 6. Interest in hero material 

 

 Based on the data above, 100% of grade 4 students at SDN Panaragan 1 Bogor City 

said they liked the lesson about the struggles of heroes. This shows that a sense of nationalism 

exists in students. 

 

 
Figure 7. Student behavior when they do not understand 

 

 Based on these data that there are 96.7% of students will ask the teacher if they do not 

understand the material that has been taught. Meanwhile, 3.3% stated that they would remain 

silent if there was material they did not understand. This shows that their level of thinking is 

critical so that if they are not understood, they are asked directly by the teacher. 

 

 
Figure 8. Discussion frequency 

 

 Based on these data it can be seen that 76.7% of students are often involved in 

discussions in class so that cooperation, cooperative and collaborative can be well established. 

Meanwhile, 23.3% indicated that students were sometimes invited to discuss in class. 

 



 
 

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Figure 9. The educational games provided by the teacher challenged 

 

 Based on these data 93.3% of students stated that the educational games provided by 

the teacher challenged them to be able to fill them properly. Moreover, games are made in the 

form of a maze that challenges students to think critically and reason. Meanwhile, 6.7% of 

students, or a small portion stated that educational games were not challenging for them to be 

able to fill them properly. 

 

 
Figure 10. Ease of use maze chase educational game 

 

 Based on the data above, 83.3% of students stated that the maze chase educational 

games that were made were easy to use and very fun. Whereas 16.7% of students stated that 

the maze chase educational game was not easy to use (difficult) so that they failed several times 

to complete the game. 

 

 

Discussion 

Education 5.0 is an umbrella term used by educational theorists to describe various 

ways of integrating electronic technology, both physical and non-physical, into learning. This 

is a leap forward from Education 4.0. Education 4.0 encompasses the confluence of 

neuroscience, cognitive psychology, and educational technology, leveraging web-based digital 

and mobile devices, including applications, hardware, and software. Education 5.0 is a 

phenomenon that emerged as an answer to the needs of the 5.0 industrial revolution, where 

humans and machines adapt to find solutions, solve various problems and discover new 



 
 

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possibilities for innovation that can be used to improve modern humans to be better in life 

(Arjunaita, 2020) Responding to the challenges of the Industrial Revolution 4.0 and Society 

5.0 in the field of education requires 21st Century Life Skills or better known as 4C (Creativity, 

Critical Thinking, Communication, and Collaboration). It is hoped that teachers will become 

creative individuals who are able to teach, educate, inspire and set an example  (Nurani, 2021) 

Society 5.0 is a society that is able to solve various challenges and social problems by 

utilizing various innovations that were born in the Industrial Revolution 4.0 era, such as the 

Internet of Things (Internet of Everything), Artificial Intelligence (Artificial Intelligence), big 

data (in large quantities). data) and robotics to improve the quality of human life. Society 5.0 

can also be interpreted as a human-oriented and technology-driven social concept. As educators 

in the era of society 5.0, teachers must have skills in the digital realm and think creatively. 

Teachers must be more creative and dynamic in teaching in class. 

The teaching skills needed today are mainly related to instructional media. The word 

media comes from the Latin medius which literally means 'middle', 'middle ground' or 

'foreground'. According to Gerlach and Eli V Arsyad, media in a broad sense are humans, 

material or events that create conditions for students to acquire knowledge, skills or attitudes 

(Arsyad, 2019). More specifically, the concept of media in the teaching and learning process 

is often interpreted as a graphic, photographic or electronic tool for capturing, processing and 

reconstructing visual or verbal information. 

According to Munadi (2020) educational media is anything that can convey and channel 

messages from sources in a planned manner to create a conducive learning environment where 

recipients can carry out the learning process efficiently and effectively. Learning media is 

defined as resources in the form of physical or non-physical which are deliberately used as 

mediators between teachers and students in understanding educational material to make it more 

effective and efficient ((Musfiqon, 2012) so that educational material is more quickly accepted 

by students as a whole and students' interest is stimulated to continue learning. 

Based on the description above, researchers can synthesize that learning media is an 

integral part of the teaching and learning process to achieve predetermined educational goals, 

and learning media can also arouse student interest and learning outcomes. 

1. Media functions in the learning process. 

The term media is very popular in the field of communication. Media is a learning tool 

that can be used as a messenger in a learning activity. Learning media has several functions 



 
 

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that support the teaching and learning process. According to Kemp and Dayton (Sundayana, 

2016),, there are three main roles in media studies as follows. 

a. To motivate interest or action, to play a motivational role, educational means can be created 

in theatrical or entertainment techniques. 

b. Presentation of information, content, form of presentation is very common, serves as an 

introduction, synthesis or motivation of knowledge or techniques. 

c. Didactic education, for teaching purposes where information in the media must involve 

students mentally or mentally as well as in the form of real life activities to enable learning 

to occur. 

d. Based on the description above, the role of learning media is to stimulate interest or action, 

present information, content, general forms of presentation, and provide instructions. 

2.  Terms and Criteria for Learning Media 

 The selection of learning resources to be used must be based on clear intentions and 

choices. The selection of media must be in accordance with the conditions and standards of 

learning media, so that learning media can be used properly and support the teaching and 

learning process. 

According to Raharjo in Mulyana (2016) the requirements and standards for learning 

about media are as follows. 

a. The purpose of the election itself should be clear. 

b. Familiarity with the media, such as the properties and characteristics of the media, must be 

acknowledged. 

c. Selection should be based on several criteria such as guidelines and benchmarks 

d. Given the large number of media in the learning process, it is felt very necessary to classify 

different learning media so that it is easier to understand the principles of using, maintaining, 

and selecting media in the learning process.  

According to Sanjaya in Sundayana (2016) the types of props are as follows. 

a. Mobile audiovisual media, such as sound films, video cassettes, film reviews, television, 

and animation. 

b. Silent audiovisual media, such as sound films, sound pages, and sound slides. 

c. Semi-motion audio such as voice-distance writing. 

d. Transfer of visual media, such as silent films. 

e. Still visual media, such as printed pages, still images, such as printed pages, photos, 

f. Microphone. 



 
 

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g. Audio media such as radio, telephone, and cassette. 

h. Print media, such as books, modules, self-study materials 

Educational learning games are learning multimedia that can support the learning 

process in the classroom. Educational games are games that aim to stimulate students' interest 

in learning. Learning becomes more interesting and not boring, students need to think while 

playing, s students have critical thinking. The statement above is in line with the views of Kemp 

and Dayton and Dayton in Faiq (2012)  that the benefits of games when, when used as learning 

media,s follows: 1) standardization of the content provided; 2) making the learning process 

more interesting; 3) making learning more; 4) learning time becomes efficient; 5) improve the 

quality of education; 6) the learning process becomes more flexible; 7) promote a positive 

attitude towards the learning delivered. 

Games are works of art where players make decisions to get what they have through 

game features to complete objectives. This means that each educational game contains learning 

activities designed to attract students' attention so that students can learn and play according to 

the educational goals to be achieved. Games allow students to learn while having fun to get 

entertainment so students don't get bored with the learning presented. 

According to Samuel Putra et al., (2020)), the benefits of games are beneficial for 

children, stating: 2) Learn to follow directions and rules. 3) as a logical way of solving 

problems; 4) motor nerves and spatial skills. 5) Establish communication between children and 

parents when talking. 6) As a means of entertainment. 7) For some people, games should be 

used as therapy. 

Playing is an activity that is not only liked by children but also by adults. Most popular 

games are those that are distributed on computers and gadgets. However, games have a negative 

image for most seniors. The only way out is to study because these games can lead to addictive 

behavior and a tendency for children to do nothing else. Many friends in the field with many 

participants teach school and go to PlayStation stalls and cafes to play online. Digital offers 

possibilities to help students learn. This statement is based on research showing the positive 

impact of playing games. Fadhilaturrahmi et al., (2021) games allow children to expend 

excessive physical and emotional energy. 

Tias in Wahyuni & Usman (2020)  state that a labyrinth is a labyrinth game that requires 

children to think effectively and choose their path among the many available methods. 

Wahyuni & Usman (2020) Labyrinth is a prayer learning activity and children must 

have a line that they must traverse through parts of the maze to complete it. Istiati said finding 



 
 

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a way or maze game is a narrow path, winding and turning and sometimes a dead end, or a 

gravel road, through obstacles to see through educational games. 

Thinking includes mental activity in problem criticism, analysis of results, analysis, 

learning and acquisition. The ability to search, analyze and analyze information is very 

important in decision making. Critical thinkers seek information, analyze, analyse, draw 

conclusions and make decisions based on facts. The characteristics of people who think 

critically are always visible and show a relationship with the issue or issues that are being 

discussed in other relevant experiences (Kurniawan, N. A., Saputra, R., Daulay, A. A., 2020) 

belief or the right decision for what Siswono is doing ( 2016) The process of critical thinking 

includes: 1. Understanding the situation 2. Understanding opinions based on evidence, data, or 

expectations 3. Providing arguments beyond evidence 4. Conclusions/decisions/solutions 5. 

Accepting conclusions/decisions/settlements. 

Critical thinking is students' critical thinking skills in oral form, presentations, analysis 

and problem solving  (Saputri, 2020). Fogarty and McTighe's (1993) critical thinking is a way 

of thinking that is rational or based on reason, reflective, rational or relaactive about what must 

be done or what is needed (Diharjo & Utomo, 2017) 

Incendiary is an act of thought that is superior to ordinary thought. Mother tongue is 

carried out through a certain process to reach conclusions (Mulyati, 2019) especially in the 

process of students' mother tongue at the everyday school level. Suherman (2013) Thinking 

can be seen as developing the ability to solve information problems and develop the ability to 

express ideas (Arianto et al., 2019).  

 

CONCLUSION 

Current learning requires the use of interactive and innovative learning media. Maze 

Chase Learning Media is one of the learning media that can be used as a solution in forming 

students' critical thinking skills. Apart from having to answer the questions, there is an element 

of how to trick them so they are not confronted by the enemy. With maze chase learning media 

it is appropriate to use it as a learning medium in elementary schools. 

 

 

 

 

 



 
 

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ACKNOWLEDGMENTS  

  We express our gratitude to the Pakuan Siliwangi Foundation, Pakuan University, LPM 

Pakuan University, SDN Panaragan 1 Bogor City, which has funded and facilitated researchers 

in carrying out Pakuan University Internal Research Grants. 

 

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