Game Edukasi Educaplay, Dapatkah Meningkatkan Motivasi Belajar Peserta Didik?
Year: 2024
Type: article
Abstract: The problem found was that at SD Negeri 2 Sumbang, the learning implemented was still conventional or teacher-centered learning, this situation made students tend to get bored and there was a lack of teachers in utilizing technology to attract students' attention and motivation to learn. The aim of this research is to increase learning motivation by implementing the educaplay educational game in the Pancasila Education class V class at SDN 2 Sumbang. This research is Classroom Action Research (PTK), data was obtained through observation, documentation and questionnaires. The results of this research show that, by implementing the educaplay educational game in the Pancasila Education subject in class V of SDN 2 Sumbang, students' learning motivation can be increased. Evidenced by the increased percentage of learning motivation, in cycle 1: Strongly Agree 50%, Agree 36%, and Disagree 14%, cycle 2: Strongly Agree 61%, Agree 35%, and Disagree 4%, and cycle 3: Strongly Agree 80%, Agree 18%, and Disagree 2%. From the increase in achievement for each cycle, it can be concluded that the implementation of the educaplay educational game can increase students' learning motivation in the Pancasila Education subject in class V at SDN 2 Sumbang.
Source: KHAZANAH PENDIDIKAN
Authors: Ayu Alfinarum, Reni Untarti, Syaikhul Anwar
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: diamond
OpenAlex ID: W4407893244
