Penggunaan Media Online Educaplay: Froggy Jump untuk Meningkatkan Keaktifan Siswa Madrasah Ibtidaiyah
DOI:
https://doi.org/10.54437/iljjislamiclearningjournal.v4i3.3371Keywords:
Educaplay; gamification; learning media; student activeness; classroom action researchAbstract
This study is motivated by the low level of student activeness in conventional learning processes. The purpose of this research is to determine the improvement of student activeness through the use of the Educaplay Froggy Jumps online media. The method used is Classroom Action Research (CAR) with a descriptive quantitative approach conducted in two cycles, including planning, action, observation, and reflection stages. The subjects were 25 fourth-grade students of Madrasah Ibtidaiyah Nurul Ulum Moropelang. Data collection techniques included observation, interviews, questionnaires, and documentation. The results showed an increase in student activeness from 48% in the pre-cycle to 68% in cycle I, and further increased to 86% in cycle II. Therefore, the use of Educaplay Froggy Jumps media is proven to be effective in improving student activeness..
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- 2026-07-05 (2)
- 2026-06-25 (1)


