Boosting English Proficiency Through Educaplay Games: Classroom Action Research Approach to Interactive Learning

This research explores the effectiveness of Educaplay, an interactive digital platform, in enhancing English proficiency among 7th-grade students at SMP IPK Muhammadiyah Delanggu, specifically in the topic of describing people, under the Merdeka Curriculum. The study employed a Classroom Action Research (CAR) approach, involving 28 students over two learning cycles. Key areas of focus included vocabulary acquisition, grammar proficiency, and student engagement. Results indicated a 22% improvement in vocabulary acquisition and a 15% increase in grammar skills. Additionally, student engagement and participation rates rose from 68% in the first cycle to 90% in the second. Qualitative data from classroom observations, student feedback, and teacher interviews further supported the positive impact of Educaplay on classroom dynamics, collaborative learning, and motivation. These findings highlight the potential of gamified learning tools to foster an engaging, student-centered learning environment that aligns with modern curriculum standards. The study concludes by recommending broader adoption of digital platforms in language education to support interactive and effective learning experiences.

Authors

Institutions

Publication Details

Journal
IJCAR Indonesian Journal of Classroom Action Research
Published
2025-07-30
DOI
https://doi.org/10.53866/ijcar.v3i2.766
Primary Topic
EFL/ESL Teaching and Learning
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Boosting English Proficiency Through Educaplay Games: Classroom Action Research Approach to Interactive Learning

Avida Pramayshela Saputri
IJCAR Indonesian Journal of Classroom Action Research
EFL/ESL Teaching and Learning
article

Boosting English Proficiency Through Educaplay Games: Classroom Action Research Approach to Interactive Learning

Avida Pramayshela Saputri
article en

Abstract

This research explores the effectiveness of Educaplay, an interactive digital platform, in enhancing English proficiency among 7th-grade students at SMP IPK Muhammadiyah Delanggu, specifically in the topic of describing people, under the Merdeka Curriculum. The study employed a Classroom Action Research (CAR) approach, involving 28 students over two learning cycles. Key areas of focus included vocabulary acquisition, grammar proficiency, and student engagement. Results indicated a 22% improvement in vocabulary acquisition and a 15% increase in grammar skills. Additionally, student engagement and participation rates rose from 68% in the first cycle to 90% in the second. Qualitative data from classroom observations, student feedback, and teacher interviews further supported the positive impact of Educaplay on classroom dynamics, collaborative learning, and motivation. These findings highlight the potential of gamified learning tools to foster an engaging, student-centered learning environment that aligns with modern curriculum standards. The study concludes by recommending broader adoption of digital platforms in language education to support interactive and effective learning experiences.

IJCAR Indonesian Journal of Classroom Action ResearchVol. 3(2)
UIN Raden Mas Said Surakarta
Openalex Percentile: Top 64%
EFL/ESL Teaching and Learning
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Boosting English Proficiency Through Educaplay Games: Classroom Action Research Approach to Interactive Learning — Avida Pramayshela Saputri · IJCAR Indonesian Journal of Classroom Action Research (2025) | TGRS Research Map | TGRS