Efektivitas Game Edukatif Educaplay dalam Meningkatkan Minat Belajar Siswa Madrasah Tsanawiyah

Authors

  • Faidul Mannan STKIP PGRI Situbondo
  • Rahmat Soffan Razzaqi STKIP PGRI Situbondo
  • Nur Azizah STKIP PGRI Situbondo

        DOI:

https://doi.org/10.62712/juktisi.v5i2.1337

Keywords:

Educaplay, Game Edukatif, Minat Belajar, Pembelajaran Interaktif, Penelitian Kualitatif

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan game edukatif Educaplay dalam meningkatkan minat belajar siswa kelas VII pada tingkat Madrasah Tsanawiyah. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa penggunaan Educaplay mampu menciptakan suasana pembelajaran yang lebih interaktif, menyenangkan, dan tidak monoton sehingga siswa menjadi lebih fokus, aktif, serta antusias dalam mengikuti proses pembelajaran. Selain itu, penggunaan kuis interaktif dan sistem permainan pada Educaplay juga mendorong keterlibatan siswa selama kegiatan belajar berlangsung. Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa game edukatif Educaplay efektif digunakan untuk meningkatkan minat belajar siswa pada proses pembelajaran di tingkat Madrasah Tsanawiyah.

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Published

2026-08-18

How to Cite

Faidul Mannan, Rahmat Soffan Razzaqi, & Nur Azizah. (2026). Efektivitas Game Edukatif Educaplay dalam Meningkatkan Minat Belajar Siswa Madrasah Tsanawiyah . Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI), 5(2), 1972–1979. https://doi.org/10.62712/juktisi.v5i2.1337