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Efektivitas Game Edukatif Educaplay dalam Meningkatkan Minat Belajar Siswa Madrasah Tsanawiyah Faidul Mannan; Rahmat Soffan Razzaqi; Nur Azizah
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 5 No. 2 (2026): September 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v5i2.1337

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.
ARTIFICIAL INTELLIGENCE (AI) GAMIFICATION-BASED LEARNING MEDIA TO IMPROVE STUDENT LEARNING OUTCOMES Moh. Mazhud Hasyim; Moh. Dafid; M.Ali Zainal Abidin; Aidil Ramadani; Faidul Mannan
Journal on Research and Review of Educational Innovation Vol 4 No 1 (2026)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v4i1.2189

Abstract

Abstrak: The transformation of 21st-century education demands learning that accommodates differences in learning styles, adaptive needs, and improves student learning outcomes. The use of Artificial Intelligence (AI) and gamification in learning media offers an innovative approach that not only increases learning motivation but also strengthens critical and collaborative thinking processes. This study aims to analyze how the development of AI-based learning media and gamification contributes to improving student learning outcomes. The research method used a Systematic Literature Review (SLR) of 20 indexed scientific articles from 2022–2025 through the Consensus platform. The results show that AI integration supports learning personalization and automated evaluation, while gamification creates an interactive and challenging learning environment. Empirically, the combination of the two improves student learning outcomes by an average of 35–45% compared to conventional methods. These results emphasize the importance of collaboration between technological innovation and adaptive pedagogy to build an inclusive and sustainable digital education ecosystem.