Fu'adah, Anis
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STRATEGI PEMBELAJARAN BERBASISGAME EDUCAPLAY PADA MATA PELAJARAN BAHASA INDONESIA KELAS 2 SD N DURENSAWIT 01 KAYEN PATI TAHUN PELAJARAN 2025/2026 Fu'adah, Anis; Hindun Farhisiyati, Rufa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59521

Abstract

This qualitative descriptive field research examines an Educaplay-based game learning strategy in the Indonesian Language subject for second-grade students at SDN Durensawit 01, Kayen, Pati, in the 2025/2026 academic year. It aims to describe (1) the implementation process of the strategy, (2) the perceptions of the teacher and students toward the use of Educaplay, and (3) the barriers encountered along with the mitigation strategies applied. Data were collected through participatory observation, in-depth interviews, and documentation, involving the school principal, the class teacher, and two second-grade students as key informants, and were analyzed using source and technique triangulation. The findings show that the teacher applied three interactive Educaplay games, namely Quiz Maker, Word Search Puzzle, and Crossword Puzzle, for ten to fifteen minutes per session to teach vocabulary related to occupations, implemented systematically through planning, execution, and evaluation stages within a cooperative learning model. The principal, teacher, and students expressed strongly positive perceptions, reporting increased motivation, more even participation, and faster vocabulary mastery among students. The main barriers identified were unstable internet connectivity due to the school’s mountainous location, a limited number of digital devices, and students’ difficulty with lengthy sentences and unfamiliar device operation. These barriers were mitigated through group rotation, peer tutoring, direct teacher scaffolding, and plans to expand Educaplay to other grades and subjects. The study concludes that Educaplay-based game learning can effectively increase student engagement and basic literacy in Indonesian Language, provided that content difficulty and device access are adapted to the developmental needs of lower-grade students.