THE USE OF INTERACTIVE LEARNING MEDIA OF EDUCAPLAY GAMES IN INCREASING STUDENTS' LEARNING MOTIVATION IN ISLAMIC CULTURAL HISTORY SUBJECTS
DOI:
https://doi.org/10.24260/ngaji.v5i2.113Abstract
Abstract: This study aims to determine the implementation of the use of the educaplay game in increasing student learning motivation at MTs Jam'iyyatul Khair Ciputat. The method used in this study is qualitative with a field research approach. Data were collected through several techniques, namely observation, interviews, documentation, and questionnaire distribution. The subjects in this study included the principal, homeroom teacher, Islamic Cultural History teacher, and four students of class VIII A. The data analysis process was carried out through the stages of data reduction, data presentation, and drawing conclusions. The results of the study show that the implementation of interactive learning media in the form of the educaplay game in the Islamic Cultural History (SKI) subject at MTs Jam'iyyatul Khair took place effectively. The implementation showed that the learning process with the help of the educaplay game ran smoothly, marked by the teacher's ability to convey the material clearly and excellent skills in operating the technology platform. Students also showed increased motivation in learning Islamic Cultural History, seen from high curiosity, enthusiasm in completing assignments, discipline in submitting assignments on time, and the results of the students' grades in the Islamic Cultural History subject met the KKM standard.
Keywords: Interactive Learning Media, Educaplay Game, Student Learning Motivation
Abstract: This study aims to determine the implementation of the use of educaplay games in increasing student learning motivation at MTs Jam'iyyatul Khair Ciputat. The method used in this study is qualitative with a field research approach. Data was collected through several techniques, namely observation, interviews, documentation, and questionnaire dissemination. The subjects in this study included the principal, homeroom teacher, teacher of Islamic Cultural History, and four students of grade VIII A. The data analysis process was carried out through the stages of data reduction, data presentation, and conclusion drawn. The results of the study show that the implementation of interactive learning media in the form of educaplay games in the subject of Islamic Cultural History (SKI) at MTs Jam'iyyatul Khair took place effectively. The implementation shows that the learning process with the help of the educaplay game runs smoothly, characterized by the ability of teachers to convey clear material and excellent skills in operating the technology platform. Students also showed increased motivation in learning the history of Islamic Culture, as seen from high curiosity, enthusiasm in completing assignments, discipline in collecting assignments on time, and the results achieved by students in the Islamic Cultural History subject met the KKM standards.
Keywords: Interactive Learning Media, Educaplay Games, Student Learning Motivation
References
Agustina, S. P., Ramayani, N., & Putri, D. A. E. (2025). Strategi Integrasi Teknologi Digital dalam Media Pembelajaran untuk Meningkatkan Motivasi Belajar Siswa: Media Pembelajaran. Innovative: Journal Of Social Science Research, 5(3), 603–611.
Belopa, G., & Firmansyah, A. (2024). PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF UNTUK MENINGKATKAN MOTIVASI BELAJAR PESERTA DIDIK PADA MATA PELAJARAN BAHASA INDONESIA DI KELAS III SDN 10 PALU. EDU RESEARCH, 5(3), 516–524.
Cendra, R., Gazali, N., Apriani, L., Candra, A., Wahyuni, S., & Renanda, A. (2022). Platform Pembelajaran Berbasis Digital. Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar, 2(1), 1–7.
Hendra, H. A., Tanwir, N. H., Supardi, S. N. L., Yana Fajar Prakasa, R. P. A., & Hasibuan, A. (2023). Media Pembelajaran Berbasis Digital (Teori & Praktik). Jambi: Sonspedia Publishing Indonesia.
Herwati, H., Tri, R., Arsyil, W., Deetje, J. S., Siti, Z., Kholis, A., Totok, H., Synthia, S. P., & Barlian, K. (2023). Motivasi dalam Pendidikan (Konsep-Teori-Aplikasi).
Laka, B. M., Burdam, J., & Kafiar, E. (2020). Role of parents in improving geography learning motivation in immanuel agung samofa high school. Jurnal Inovasi Penelitian, 1(2), 69–74.
Magdalena, I., Shodikoh, A. F., Pebrianti, A. R., Jannah, A. W., & Susilawati, I. (2021). Pentingnya media pembelajaran untuk meningkatkan minat belajar siswa sdn meruya selatan 06 pagi. Edisi, 3(2), 312–325.
Mayasari, N., & Alimuddin, J. (2023). Motivasi Belajar Siswa. Banyumas: Penerbit Rizquna.
Muflihah, M. (2024). Peningkatan motivasi belajar siswa melalui inovasi pembelajaran SKI berbasis smart TV di MTs Irsyadun Nasyi’in. Jurnal Pendidikan Dan Pembelajaran Indonesia (Jppi), 4(4), 1539–1554.
Mulyani, S. (2023). Pengembangan media pembelajaran interaktif berbasis game edukasi untuk meningkatkan literasi dan numerasi pada siswa. Jurnal Pendidikan Dan Media Pembelajaran, 2(3), 5–10.
Munawir, M., Rofiqoh, A., & Khairani, I. (2024). Peran media interaktif dalam meningkatkan motivasi belajar siswa pada mata pelajaran SKI di Madrasah Ibtidaiyah. Jurnal Al-Azhar Indonesia Seri Humaniora, 9(1), 63–71.
Musarwan, M., & Warsah, I. (2022). Evaluasi Pembelajaran (Konsep. Fungsi dan Tujuan) Sebuah Tinjauan Teoritis. Jurnal Kajian Pendidikan Islam, 186–199.
NADHRAH, A. (2024). PENGARUH PENGGUNAAN PLATFORM EDUCAPLAY TERHADAP MINAT BELAJAR ANAK DI RA TAHFIDZ AL-QUR’AN AL-KHAIRIAH KECAMATAN TAMBANG KABUPATEN KAMPAR. UNIVERSITAS ISLAM NEGERI SULTAN SYARIF KASIM RIAU.
Sadirman, A. M. (2004). Interaksi & motivasi belajar mengajar. Rajagrafindo Persada (Rajawali Pers). https://books.google.co.id/books?id=an8MMwEACAAJ
Sakdiyah, S. H., & Susanti, T. (2025). Penerapan Media Pembelajaran Educaplay untuk Meningkatkan Hasil Belajar pada Mata Pelajaran IPAS. Seminar Nasional Dan Prosiding PPG Unikama, 2(1), 523–533.
Septiana, G. K., & Jauhari, Q. A. (2025). PEMANFAATAN MEDIA INTERAKTIF FROGGY JUMPS UNTUK MENINGKATKAN PENGUASAAN KOSAKATA BAHASA ARAB SISWA SDI SURYA BUANA MALANG. Maharaat Lughawiyyat: Jurnal Pendidikan Bahasa Arab, 4(2), 90–99.
Sholih, S., & Prabowo, A. S. (2020). Pengembangan Buku Panduan Pelaksanaan Bimbingan Kelompok dengan Metode Diskusi untuk Meningkatkan Motivasi Belajar Siswa. Nathiqiyyah, 3(2), 126–136.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Ngaji: Jurnal Pendidikan Islam

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
This publication is licensed under a Attribution-NonCommercial 4.0 International (CC BY-NC 4.0).
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
NonCommercial — You may not use the material for commercial purposes.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.


