Penggunaan Media Pembelajaran Interaktif Game Educaplay Untuk Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Ipas Kelas IV UPTD SDN 173 Inpres Mangngai Maros
DOI:
https://doi.org/10.70134/pedasud.v3i3.2326Keywords:
interactive learning media, Game Educaplay, learning motivationAbstract
This study was motivated by the low level of student motivation in the IPAS learning process among fourth-grade students at UPTD SDN 173 Inpres Mangngai Maros. The purpose of this study was to describe the use of the interactive learning medium Game Educaplay in enhancing student learning motivation. This study employed a qualitative approach using the Classroom Action Research (CAR) method, conducted over two cycles. The research subjects consisted of one teacher and 34 fourth-grade students. Data collection techniques included observation, a learning motivation questionnaire, and documentation. The results showed that the use of the interactive learning medium Educaplay can enhance the teacher’s instructional activities, students’ learning activities, and students’ learning motivation. The teacher’s instructional activities improved from the adequate category in Cycle I to the very good category in Cycle II. Student learning activities also improved from the good category in Cycle I to the very good category in Cycle II. The increase in student learning motivation was evident from the questionnaire results, shifting from the moderately motivated category in Cycle I to the highly motivated category in Cycle II. These results met the established success indicators for the study. Based on these research results, it can be concluded that the use of the Educaplay interactive learning game can increase students’ learning motivation in the IPAS subject for fourth-grade students at UPTD SDN 173 Inpres Mangngai Maros.
Downloads
References
Adnyana, K. S., & Yudaparmita, G. N. A. (2023). Peningkatan minat belajar IPAS berbantuan media gambar pada siswa sekolah dasar. Edukasi: Jurnal Pendidikan Dasar, 4(1), 61–70.
Dianita, E., Bilkis, A. N., Berliansyah, D., Hidayah, E., & Nikmatuzzakiyah, A. (2024). Pengembangan Game Educaplay sebagai media pembelajaran PKn siswa kelas V SD Negeri 1 Talang Padang. Cendikia: Jurnal Pendidikan dan Pengajaran, 2(7), 275–282. https://doi.org/10.572349/cendikia.v2i7.2094
Fernando, Y., Andriani, P., & Syam, H. (2024). Pentingnya motivasi belajar dalam meningkatkan hasil belajar siswa. 2(3), 61–68.
Jainiyah, J., Fahrudin, F., Ismiasih, I., & Ulfah, M. (2023). Peranan guru dalam meningkatkan motivasi belajar siswa. Jurnal Multidisiplin Indonesia, 2(6), 1304–1309.
Makin, M. W., Ika, Y. E., & Laka, A. F. (2026). Pengaruh penggunaan Game Educaplay untuk meningkatkan motivasi belajar dan kemampuan kognitif peserta didik SMP Negeri 1 Ende pada materi usaha dan energi.
Rahmawati, V., & Perdana, P. I. (2024). Implementasi media pembelajaran interaktif Game Educaplay untuk meningkatkan motivasi belajar siswa SD Negeri Polagan 1. 8, 21907–21914.
Siregar, A., Ritonga, A. F., & Wijayanthi, T. (2024). Penerapan media ajar Educaplay untuk meningkatkan motivasi belajar peserta didik dalam pembelajaran PKN Kurikulum Merdeka di SD Negeri 060816 Medan Area T.P. 2023/2024. 8, 49395–49401.
Ulfa, S. D., Annisa, S., Febrianita, T., & Arindy, W. Dela. (2026). Upaya meningkatkan motivasi belajar siswa menggunakan media Educaplay pada mata pelajaran Bahasa Indonesia kelas IV SD. 8, 42467–42473.
Widodo, E. (2020). Pendidikan berbasis teknologi di sekolah dasar: Strategi pengembangan media pembelajaran IPAS. Jurnal Pendidikan dan Teknologi, 5(1), 22-30.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Nabilah Rasyid, Hamzah Pagarra, A. Muh. Ali (Author)

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










