GAME EDUKASI EDUCAPLAY, DAPATKAH MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK?

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.

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Publication Details

Journal
KHAZANAH PENDIDIKAN
Published
2024-09-26
DOI
https://doi.org/10.30595/jkp.v18i2.22188
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
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article

GAME EDUKASI EDUCAPLAY, DAPATKAH MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK?

Reni Untarti, S. M. Javed Anwar, Ayu Alfinarum
KHAZANAH PENDIDIKAN
Educational Methods and Media Use
article

GAME EDUKASI EDUCAPLAY, DAPATKAH MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK?

Reni Untarti, S. M. Javed Anwar, Ayu Alfinarum
article en

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.

KHAZANAH PENDIDIKANVol. 18(2)
Openalex Percentile: Top 56%
Educational Methods and Media Use
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GAME EDUKASI EDUCAPLAY, DAPATKAH MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK? — Reni Untarti, S. M. Javed Anwar, et al. · KHAZANAH PENDIDIKAN (2024) | TGRS Research Map | TGRS