OPTIMALISASI MOTIVASI BELAJAR DALAM PELAJARAN MATEMATIKA: IMPLEMENTASI MEDIA INTERAKTIF EDUCAPLAY
DOI:
https://doi.org/10.23969/jp.v9i04.18919Keywords:
Learning Motivation 1, Educaplay Media 2, Mathematics Lesson 3Abstract
The limited engagement with Mathematics displayed by fourth-grade students at SDN PUTAT 01 serves as the foundation for this investigation, which only reached a score of 67, categorized as low. In response to this condition, an effort was initiated to increase students' learning enthusiasm through the use of the interactive platform Educaplay. This classroom action research applied the Kemmis & Taggart model, consisting of four sequential stages in each cycle: planning, action, observation, and reflection. The research was implemented in two consecutive cycles. In the first cycle, the learning strategy was designed by integrating various Educaplay features, such as matching games, map quizzes, and froggy. Encouraging results were observed with a significant jump in students' motivation scores, reaching 91. To validate the effectiveness of this approach, a second cycle was conducted with a varied strategy, namely moving learning activities to the computer laboratory. Evaluation at the end of the second cycle showed further improvement, with students' motivation scores reaching 92. This achievement not only met but exceeded the previously set success indicators. These findings provide concrete evidence that the use of Educaplay as an interactive learning medium successfully boosted the learning motivation of fourth-grade students at SDN PUTAT 01 substantially. The transformation that occurred was truly impressive, from an initial motivation score of 67, which was considered low, to 92, which falls into the high category. This success affirms the great potential of digital learning platforms in revitalizing students' interest and enthusiasm for learning, especially in subjects often considered challenging like Mathematics.Downloads
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