Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Metode Pembelajaran Game Based Learning dengan Educaplay di Kelas IV SDN 127/II Sungai Arang
DOI:
https://doi.org/10.63461/mapels.v12.15Keywords:
Game Based Learning Method, Educaplay, Learning Process, Cognitive Learning Outcomes, IPASAbstract
Based on the results of observations, the researcher found that 7 (47%) out of 15 students from the IV grade at SDN 127/II Sungai Arang had not yet reached the criteria called Kriteria Ketercapaian Tujuan Pembelajaran (KKTP) score of 75. The purpose of this study was to describe the improvement in both the learning process and cognitive learning outcomes through the use of Game Based Learning with Educaplay in the IV grade at SDN 127/II Sungai Arang. This study employed a design called Penelitian Tindakan Kelas (PTK) conducted in two cycles. Each cycle consisted of four stages: planning, acting, observing, and reflecting. The subjects of this study were 15 students from the IV grade. Data collection techniques included observation, learning outcome tests, and documentation. Data collection instruments comprised teacher and student observation sheets, as well as learning outcome test items used to implement the Game Based Learning method with Educaplay. The results showed that the use of Game Based Learning with Educaplay improved student’s understanding of the material. This was evidenced by the increase in teacher observation scores from 74% in cycle I to 88% in cycle II, categorized as good. The student’s learning process scores also improved from 33% (very poor) in cycle I to 77% (good) in cycle II. Furthermore, student’s cognitive learning outcomes in the IPAS subject increased from 60% (not yet achieved) in cycle I to 80% (achieved) in cycle II.
Downloads
References
Anggraini, H. I., Nurhayati, N., & Kusumaningrum, S. R. (2021). Penerapan Media Pembelajaran Game Matematika Berbasis Hots dengan Metode Digital Game Based Learning (DGBL) di Sekolah Dasar. Jurnal Pendidikan Indonesia, 2(11), 1885–1896. https://doi.org/10.59141/japendi.v2i11.356
Aoliyah, N. (2023). Penggunaan Teknik Game-Based Learning Dalam Pembelajaran Sejarah dan Dampaknya Terhadap Minat Belajar Siswa. Kala Manca: Jurnal Pendidikan Sejarah, 11(1), 31–36.
Arikunto, S., Suhardjono, & Supardi. (2019). Penelitian Tindakan Kelas. 260.
Arsita, W., Hikmah, H., & Masrun, M. (2024). Penerapan Platform Educaplay Dalam Evaluasi Pembelajaran Bahasa Arab Sd It Mutiara Global Pekanbaru. Sindoro: Cendikia Pendidikan, 10(1), 11–20. https://doi.org/https://doi.org/10.9644/sindoro.v10i1.8824
Aulia, N., & Anggraini, N. (2024). Inovasi Pembelajaran Bahasa Indonesia Menggunakan Metode Games Based Learning. Seminar & Conference Proceedings of UMT, 54–57. https://doi.org/http://dx.doi.org/10.31000/cpu.v0i0.12372
Fitriah, D., & Mirianda, M. U. (2019). Kesiapan Guru dalam Menghadapi Tantangan Pendidikan Berbasis Teknologi. Prosiding Seminar Nasional Program Pascasarjana Universitas Pgri Palembang, 148–153.
Kemdikbud. (2022). Buku Saku Kurikulum Merdeka; Tanya Jawab. Kementerian Pendidikan dan Kebudayaan, 1–50.
Kemendikbud. (2022). Ilmu Pengetahuan Alam dan Sosial (IPAS) SD-SMA. Merdeka Mengajar. https://guru.kemdikbud.go.id/kurikulum/referensi-penerapan/capaian-pembelajaran/sd-sma/ilmu-pengetahuan-alam-dan-sosial-ipas/
Khaerunnisa, K., Aras, L., & Lestari, L. (2022). Penerapan Metode Games Based Learning Untuk Meningkatkan Minat Belajar Pada Siswa Kelas IV SD. JIKAP Jurnal Ilmiah Ilmu Kependidikan, 6(3), 516–520.
Lestari, F. D., Ibrahim, M., Ghufron, S., & Mariati, P. (2021). Pengaruh Budaya Literasi terhadap Hasil Belajar IPA di Sekolah Dasar. Jurnal Basicedu, 5(6), 5087–5099. https://doi.org/10.31004/basicedu.v5i6.1436
Maryati, S. (2020). Inovasi Kurikulum Berdasarkan Komponen Kurikulum Strategi dan Evaluasi. Jurnal Al-Karim: Jurnal Pendidikan, Psikologi dan Studi Islam, 5(2), 51–66.
Nopilda, L., & Kristiawan, M. (2018). Gerakan Literasi Sekolah Berbasis Pembelajaran Multiliterasi Sebuah Paradigma Pendidikan Abad Ke- 21. JMKSP (Jurnal Manajemen, Kepemimpinan, dan Supervisi Pendidikan), 3(2), 216–231. https://doi.org/10.31851/jmksp.v3i2.1862
Nugraha, T. S. (2022). Kurikulum Merdeka untuk Pemulihan Krisis Pembelajaran. Inovasi Kurikulum, 19(2), 251–262. https://doi.org/10.17509/jik.v19i2.45301
Prayoga, I. S., Pratomo, W., & Lestari, P. P. (2024). Peningkatkan Minat Belajar Siswa Menggunakan Model Problem Based Learning Berbantuan Media Educaplay Froggy Jumps Pada Pembelajaran IPAS Kelas V SDN 5 Panjer. Prosiding Seminar Nasional Pendidikan Profesi Guru, 3(1), 1719–1730.
Purwanto. (2009). Evaluasi Hasil Belajar. Pustaka Pelajar. https://books.google.co.id/books?id=C6i_ZwEACAAJ
Rahayu, R., Rosita, R., Rahayuningsih, Y. S., Hernawan, A. H., & Prihantini, P. (2022). Implementasi Kurikulum Merdeka Belajar di Sekolah Penggerak. Jurnal Basicedu, 6(4), 6313–6319. https://doi.org/10.31004/basicedu.v6i4.3237
Ramdani, N. G., Fauziyyah, N., Fuadah, R., Rudiyono, S., Septiyaningrum, Y. A., Salamatussa’adah, N., & Hayani, A. (2023). Definisi dan Teori Pendekatan, Strategi, dan Metode Pembelajaran. Indonesian Journal of Elementary Education and Teaching Innovation, 2(1), 20. https://doi.org/10.21927/ijeeti.2023.2(1).20-31
Surachmi, S., & Sison, K. J. S. (2021). Educaplay as Teaching Media in Virtual Classes. The 3rd Bogor English Student and Teacher (BEST) CONFERENCE, 1–6.
Sutoyo, M. P. (2021). Teknik Penulisan Penelitian Tindakan Kelas. Unisri Press.
Yustina, A. F., & Yahfizham, Y. (2023). Game Based Learning Matematika dengan Metode Squid game dan Among us. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(1), 615–630.
Zain, R. F., & Andriany, L. (2024). Pemanfaatan Aplikasi Digital dalam Meningkatkan Kompetensi Abad 21 pada Pembelajaran PPKn di SMA Negeri 13 Medan. IJEDR: Indonesian Journal of Education and Development Research, 2(2), 1234–1242. https://doi.org/10.57235/ijedr.v2i2.2558
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Master of Pedagogy and Elementary School Learning

This work is licensed under a Creative Commons Attribution 4.0 International License.
How to Cite
Similar Articles
- Maidatul Khusna, Megawati, Puput Wahyu Hidayat, Penerapan Metode Experiential Learning pada Pembelajaran IPAS untuk Meningkatkan Hasil Belajar Siswa Kelas IV SDN 237/VIII Sidorukun , Master of Pedagogy and Elementary School Learning: OnlineFirst
- Shinta Selina Nugrah, Megawati, Opi Andriani, Peningkatan Proses Dan Hasil Belajar IPAS Menggunakan Model Pembelajaran Think Pair Share (TPS) Pada Siswa Kelas IV Di SDN 29/II Sungai Mancur , Master of Pedagogy and Elementary School Learning: OnlineFirst
- Hani Saripatun Hasanah, Megawati Megawati, Tri Wera Agrita, Pengaruh Model Pembelajaran Problem Based Learning (PBL) Terhadap Hasil Belajar IPAS Siswa Kelas IV SDIT Al Akhyar , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 3 (2025): November
- Saniatun Ruviah, Megawati, Dedek Helida Pitra, Peningkatan Hasil Belajar IPAS Menggunakan Model Problem Based Learning Di Kelas IV SD Negeri 088/II Sungai Mengkuang , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 3 (2025): November
- Salsabillah Jannati, Megawati Megawati, Reni Guswita, Peningkatan Proses Dan Hasil Belajar IPAS Menggunakan Model Pembelajaran Kooperatif Tipe Make A Match Berbantu Media Kartu Domino Pada Siswa Kelas IV SDIT Al-Akhyar , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 2 (2025): Juli
- Shofi Ainur Rohmah, Sundahry Sundahry, Tri Wera Agrita, Serunya Pembelajaran IPAS dengan Talking Stick: Upaya Peningkatan Proses dan Hasil Belajar Siswa Kelas IV , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 2 (2025): Juli
- Weni Susilawati, Apdoludin, Megawati, Peningkatan Proses dan Hasil Belajar IPAS Siswa kelas VI Menggunakan Metode Kooperatif Scramble SDN 029/II Sungai Mancur , Master of Pedagogy and Elementary School Learning: OnlineFirst
- Viranika Afrianti, Aprizan, Abdullah, Peningkatan Keterampilan Membaca Permulaan Menggunakan Metode SAS Berbantu Media Gambar di Kelas II SDN 127/II Sungai Arang , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 2 (2025): Juli
- Raudatul Ullia, Aprizan, Puput Wahyu Hidayat, Peningkatan Motivasi dan Hasil Belajar Bahasa Indonesia Melalui Model Problem Based Learning Kelas V SDN 08/II Rantau Duku , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 3 (2025): November
- Salsabila, Sundahry, Aprizan, Peningkatan Proses Hasil Belajar IPAS Menggunakan Model Pembelajaran Project Based Learning pada Kelas V SD Negeri 107/II Danau Buluh , Master of Pedagogy and Elementary School Learning: Vol. 1 No. 3 (2025): November
You may also start an advanced similarity search for this article.
Most read articles by the same author(s)
- Annisa Kurnia Santri, Sundahry, Opi Andriani, Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Model Project Based Learning di Kelas IV SDN 025/II Muara Bungo , Master of Pedagogy and Elementary School Learning: OnlineFirst
- Harnita Safitri, Randi Eka Putra, Tri Wera Agrita, Penerapan Model Pembelajaran Team Game Tournament untuk Meningkatkan Proses dan Hasil Belajar Matematika di Kelas V SDN 177/II Lintas Jaya , Master of Pedagogy and Elementary School Learning: OnlineFirst












