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Perbandingan Model Pembelajaran Discovery Learning dan Talking Stick terhadap Hasil Belajar Zainal Arifin
EDURELIGIA: Jurnal Pendidikan Agama Islam Vol 2, No 2 (2018)
Publisher : Universitas Nurul Jadid Paiton Probolinggo, East Java

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (486.233 KB) | DOI: 10.33650/edureligia.v2i2.457

Abstract

Based on the statement of the problem how the comparison of students learning out comes used Learning model Discovery Learning and Talking Stick. Cooperative Learning model Discovery Learning and Talking Stick are one of model that are usually used in the mathematic Learning the advantage of them are can stimulate the development ability to think creatively and comprehensive, and stimulate student in order to more achre study. The purpose of this research was to know what it is there or no the comparison cooperative learning model Discovery Learning and Talking Stick of learning out come. The kind of this research was quantitative research with using the true experimental design post-test only control design. Before The researcher analysis data, I used the normality test and homogeneity test hypothesis test in data’s analysis. From the analysis result obtained the average value of class that was given cooperative Learning model type Talking Stick (control class) was higher than average role of class that was given cooperative learning model Discovery Learning (experiment class) by using the 5% error test then obtained -0,74<1.68, so t count t-table. The conclusion Ho was accepted, it mean that there was comparison cooperative Learning model Discovery Learning and Talking Stick to learning outcome.
PELATIHAN MEDIA PEMBELAJARAN MINI ZOO UNTUK PENINGKATAN KETERAMPILAN MENGAJAR GURU SEKOLAH DASAR DI UPTD SDN 1 KAMAL KABUPATEN BANGKALAN Mariyatul Kiptiyah; Zainal Arifin; Rendra Sakbana Kusuma; Agus Himawan
JA (Jurnal Abdiku) : Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2022): Jurnal Abdiku
Publisher : Penerbit LPPM- STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ja.v5i2.892

Abstract

Pengabdian Kepada Masyarakat ini bertujuan untuk memberikan pelatihan pembuatan media pembelajaran sebagai alternatif dalam meningkatkan pembelajran dengan menggunakan media pembelajaran di UPTD SDN 1 Kamal kabupaten Bangkalan selama kegiatan pelaksanaan. Tahapan-tahapan dalam kegiatan ini 1) Idenfitikasi Masalah, 2) Alur Kegiatan Pelatihan 3) Persiapan Program 4) Pelatihan. Kegiatan dilakukan memberikan pelatihan bagaimana membuat dan sekaligus penerapan media pembelajaran Mini Zoo. Guru yang telah mengikuti rangkaian kegiatan diminta merespon dan saran untuk keberlanjutan kegiatan ini serta manfaat dari kegiatan pengabdian kepada masyarakat yang telah dilakukan. Pengabdian kepada masyarakat ini diharapkan dapat menambah pengetahuan, keterampilan dan lebih percaya diri guru untuk berkarya dan menciptakan media pembelajaran baru khususnya bagi guru untuk meningkatkan proses pembelajaran menjadi lebih diminati oleh siswa. Juga dapat memotivasi dan meningkatkan hasil belajar siswa.
Pelatihan Statistik Menggunakan Aplikasi SPSS untuk Peningkatan Keterampilan Karya Ilmiah Guru Sekolah Dasar di Kabupaten Bangkalan zainal Arifin; Rendra Sakbana Kusuma
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 5, No 2 (2021): Oktober 2021
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (306.129 KB) | DOI: 10.30734/j-abdipamas.v5i2.1454

Abstract

The problem faced by elementary school teachers in Bangkalan district is the lack of teacher productivity in producing scientific papers. Teachers are unproductive in making scientific papers due to a lack of understanding of research methodologies and mastery of SPSS applications that can help processing data with statistical techniques, but making research is very important to fulfill the obligations of teachers as professional educators, especially in increasing ranks. This is what underlies the implementation of the implementation of community service activities packaged in the form of statistical training which includes activities: 1) identification of problems 2) Flow of Training Activities 3) Program preparation 4) Program training. The result of this service is that the participants understand the concept of making scientific works and are skilled in carrying out statistical analysis to improve the quality of the profession and develop the quantity of scientific works. Simple research that can produce scientific articles. he implementation of service for elementary school teachers in Bangkalan Regency can be concluded to be successful until the training stage in analyzing research data using the SPSS application and being able to read the output results from the use of the SPSS application.  Keywords: Training, SPSS Application, Statistics ABSTRAKPermasalahan yang dihadapi oleh guru SD di kabupaten Bangkalan adalah kurangnya produktifitas guru dalam menghasilkan karya ilmiah. Tidak produktifnya guru membuat karya ilmiah disebabkan kurangnya pemahaman tentang metodologi penelitian dan penguasaan aplikasi SPSS yang dapat membantu mengolah data penelitian dengan menggunakan teknik statistik, padahal membuat penelitian sangat penting untuk memenuhi kewajiban guru sebagai tenaga pendidik profesional utamanya dalam mengajukan kenaikan pangkat. Hal inilah yang mendasari pelaksanaan Pelaksanaan kegiatan abdimas dikemas dalam bentuk pelatihan statistik yang meliputi kegiatan: 1) identifikasi masalah 2) Alur Kegiatan Pelatihan 3) Persiapan Program 4) Pelatihan Program. Hasil dari pengabdian ini adalah peserta memahami konsep pembuatan karya ilmiah dan trampil dalam melakukan analisis statistik untuk pengembangan profesi dan pentingnya peningkatan kualitas maupun kuantitas pengembangan karya ilmiah. Penelitian sederhana yang dapat menghasilkan artikel ilmiah. Pelaksanaan pengabdian untuk guru-guru SD di Kabupaten Bangkalan dapat disimpulkan berhasil sampai tahap pelatihan menganalisis data penelitian dengan menggunakan aplikasi SPSS dan dapat membaca hasil output dari hasil penggunaan aplikasi SPSS.  Kata Kunci: Pelatihan, Aplikasi SPSS, Statistik
Inovasi Penjualan Batik Berbasis Online di Desa Paseseh Kecamatan Tanjungbumi Kabupaten Bangkalan zainal Arifin; Husnul Muasyaroh; Annas Bagus Prasetya; Nurus Samsiyati
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 4, No 2 (2020): Oktober 2020
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (138.181 KB) | DOI: 10.30734/j-abdipamas.v4i2.1240

Abstract

Tanjungbumi batik has the privilege of a striking color. This is a characteristic of Madurese people who are known to be brave in combining color choices. In addition, Tanjungbumi batik has art patterns and motifs that depict the activities of fishermen and animals that are encountered while at sea. This pattern describes the lives of some of the inhabitants of Tanjungbumi who become fishermen. Because of the good and varied patterns and colors, it is a shame if it is only sold in the paseseh area (through shops and markets). Based on the results of interviews with batik craftsmen, the batik sold in a week is approximately Rp. 250,000-300,000 so that the income in the village of Paseseh is not optimal. Therefore, the service team will help market batik online, so that the results will be obtained by the public faster. Team made an online buying and selling application called the BBTB application, namely Bumi Batik Tanjungbumi. The name of this application certainly refers to the place of origin of the items being sold, namely batik. The purpose of PKM activities is to change the batik selling system into an online buying and selling application. The result of this PKM activity is the availability of an online buying and selling application that has features including: 1) product information, 2) contact points, 3) payment systems, and 4) simulation of shipping costs.Keywords: Inovation, Batik Tanjungbumi, Aplication ABSTRAKBatik Tanjungbumi memiliki keistimewaan pada warna yang mencolok. Inilah ciri khas masyarakat Madura yang dikenal berani memadukan pilihan warna. Selain itu, batik Tanjungbumi memiliki corak dan motif seni yang menggambarkan aktivitas nelayan dan satwa yang di jumpai saat melaut. Pola ini menggambarkan kehidupan sebagian penduduk Tanjungbumi yang menjadi nelayan. Karena corak dan warnanya yang bagus dan variatif, sayang jika hanya dijual di kawasan paseseh (melalui toko dan pasar). Berdasarkan hasil wawancara dengan pengrajin batik, harga batik yang dijual dalam seminggu kurang lebih Rp. 250.000-300.000 sehingga pendapatan di Desa Paseseh belum optimal. Oleh karena itu tim pengabdi akan membantu memasarkan batik secara online, sehingga hasilnya lebih cepat didapat masyarakat. Tim membuat aplikasi jual beli secara online bernama aplikasi BBTB yaitu Bumi Batik Tanjungbumi. Nama aplikasi ini tentunya mengacu pada tempat asal barang yang dijual yaitu batik. Tujuan dari kegiatan PKM adalah merubah sistem penjualan batik menjadi aplikasi jual beli online. Hasil dari kegiatan PKM ini adalah tersedianya aplikasi jual beli online yang memiliki fitur antara lain: 1) informasi produk, 2) kontak hubung, 3) sistem pembayaran, dan 4) simulasi biaya pengirimanKata Kunci: Inovasi, Batik Tanjungbumi, Aplikasi BBTB
Pemanfaatan Aplikasi Screencast-O-Matic sebagai Media Pembelajaran Online yang Efektif di Sekolah Dasar Pada Masa Pandemi Covid-19 Rendra Sakbana Kusuma; Zainal Arifin
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 5, No 2 (2021): Oktober 2021
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.685 KB) | DOI: 10.30734/j-abdipamas.v5i2.1455

Abstract

The Covid-19 pandemic has hit Indonesia since early 2020 and until early 2021 there has been no sign of decreasing the spread of covid-19. This causes the policy for implementing online learnings to be extended. This condition must be addressed wisely by education managers in primary schools as a challenge and need for learning innovation. Therefore, the screencast-O-matic application can be a solution for education personnel as an effective learning medium in delivering material and its explanation with audio visual facilities. Through the screencast-O-matic application, the teacher can deliver the material in the form of a powerpoint and then the teacher completes the powerpoint with a voice which is an explanation of the material contained in the powerpoint. The final result of learning media through screencast-O-matic is a video that can be played repeatedly by students at home. To be able to make learning media using the screencast-O-matic application, elementary school educators in the Bangkalan area were given training for two days so that they understand the theory and practice of making screencast-O-matic based learning media. Keywords: Screencast-O-Matic Application, Learning Media, Elementary School, The Covid-19 Pandemic ABSTRAKPandemi Covid-19 melanda Indonesia sejak awal tahun 2020 dan sampai pada awal 2021 belum menunjukkan tanda-tanda penurunan penyebaran covid-19. Hal tersebut menyebabkan kebijakan pelaksanaan pembelajaran secara daring diperpanjang. Kondisi tersebut harus disikapi bijak oleh pengelola pendidikan di sekolah dasar sebagai tantangan dan kebutuhan inovasi pembelajaran. oleh sebab itu, maka aplikasi screencast-O-matic dapat menjadi solusi bagi tenaga pendidikan sebagai media pembelajaran yang efektif dalam menyampaikan materi beserta penjelasannya dengan fasilitas audio visual. Melalui aplikasi screencast-O-matic, guru dapat menyampaikan materi dalam bentuk powerpoint dan kemudian guru melengkapi powerpoint tersebut dengan suara yang merupakan penjelasan dari materi yang terdapat dalam powerpoint. Hasil akhir media pembelajaran melalui screencast-O-matic berupa video yang dapat diputar berulang-ulang oleh siswa di rumah. Untuk dapat membuat media pembelajaran menggunakan aplikasi screencast-O-matic, tenaga pendidik sekolah dasar di wilayah Bangkalan diberikan pelatihan selama dua hari agar mereka memahami teori dan praktek pembuatan media pembelajaran berbasis screencast-O-matic. Kata Kunci: Aplikasi Screencast-O-Matic, Media Pembelajaran, Sekolah Dasar, Pandemi Covid-19
Professional Development of Elementary School English Teachers in the Teacher Professional Education Program (PPG): A Qualitative Study of Teaching English to Young Learners (TEYL) Practices Siti Maria Ulfa; Tera Athena; Zainal Arifin
English Teaching Journal : A Journal of English Literature, Language and Education Vol. 14 No. 1 (2026)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/etj.v14i1.24749

Abstract

This study aims to explore the impact of the in-service Teacher Professional Education (PPG) Program on improving the pedagogical competence of English teachers at the elementary school level, specifically within the context of the Teaching English to Young Learners (TEYL) approach. With the policy establishing English as a compulsory subject in elementary schools under the 2024 Curriculum, which will be implemented simultaneously in 2027, the need for teachers with pedagogical competence appropriate to the characteristics of early childhood learners is becoming increasingly urgent. This study employed a qualitative approach. The first stage involved a survey of 25 elementary school English teachers to obtain an overview of their professional development practices. The survey results then served as the basis for selecting three case study participants for further research through classroom observations and in-depth interviews. The research results indicate that most teachers have participated in various forms of ongoing professional development, including formal training, teacher learning communities, webinars, and digital technology-based independent learning. The PPG program significantly contributed to improving teachers' understanding of lesson planning, authentic assessment, learning differentiation, and the implementation of learner-centered learning approaches. Furthermore, teachers who participated in PPG demonstrated improved skills in integrating TEYL principles, such as the use of communicative activities, educational games, songs, visual media, and contextual learning appropriate to the characteristics of elementary school students. However, this study also identified several challenges, including limited experience teaching English in elementary schools, a lack of appropriate learning resources, and the need for ongoing post-PPG mentoring to ensure the implementation of acquired competencies in teaching practice. This research provides recommendations for policymakers to strengthen the design of elementary school English teacher training through more explicit integration of pedagogical competencies and TEYL principles within the PPG program.
Pengaruh Media Gambar Wayang Terhadap Motivasi Dan Pemahaman Siswa Pada Mata Pelajaran PPKN UPTD SD Tengket 1 Arosbaya Sarifatul Ulya; Zainal Arifin
Civic-Culture : Jurnal Ilmu Pendidikan PKN dan Sosial Budaya Vol. 9 No. 1 (2025): June
Publisher : Penerbit STKIP PGRI Bangkalan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31597/ccj.v9i1.1232

Abstract

This Citizenship Education learning is still conventional, or teacher centre, so it can cause problems faced by teachers such as class conditions where students feel bored and crowded during learning, student motivation during learning is low which can result in students' lack of understanding when working on questions. Puppet Image Media is a suitable medium for solving learning problems, students are more enthusiastic when learning and also understand learning more easily. The aim of this research is to determine the effect of wayang image media on students' motivation and understanding in PPKN class 2 UPTD SD Tengket 1 Arosbaya subjects. The research method used is quantitative using the One-Group Pretest-Posttest Design type. The results of the research show that wayang image media has a significant effect on students' motivation and understanding based on the results of the first test analysis, namely the paired sample t-test with sig values. of 0.000 < 0.05 for motivation, while for understanding the value of sig. equal to 0.000 < 0.05. Next, the second test is the Manova test with a sig value. equal to 0.000 < 0.05. So there is a simultaneous influence of wayang image media on motivation and understanding.
PENGARUH MODEL PEMBELAJARAN ROLE PLAYING TERHADAP MOTIVASI DAN PEMAHAMAN SISWA SD Anita Julia Sarwono; Zainal Arifin
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.9356

Abstract

This study specifically aims to determine the effect of Role Playing models on the motivation and understanding of students of UPTD SDN Tengket 2. This study uses a quantitative research type and uses an experimental method, namely the type of one group pretest posttest design. The sample in this study used 32 students of class 2A at UPTD SDN Tengket 2 with research instruments in the form of questionnarires and questions to determine student motivation and understanding of learning. Data análisis uses the IBM SPSS 21.0 application to determine validity, reability  test, normality test and paired sample t-test of student motivation that has been teted obtained average data mean on student motivation pretest of 34,50 and posttest value of student motivation of 35,09 and significant value data of 0,000 < 0,05. While the results of the paired sample t-test of learning understanding were 51,25 with an average posttest value of learning understanding of 67,19 and a signifikcant valae of 0,000 < 0,05. So it can be concluded that the influence of the Role Playing learning model had an effect on students’ motivation and understanding. ABSTRAK Penelitian ini secara khusus bertujuan untuk mengetahui Pengaruh model Role Playing Terhadap Motivasi dan Pemahaman siswa UPTD SDN Tengket 2. Peneliti ini menggunakan jenis Peneliti kuantitatif dan menggunakan metode eskperimen yaitu jenis one grup pretest-postest Design. Sampel Dalam penelitian ini menggunakan 32 siswa kelas 2A di UPTD SDN Tengket 2, dengan istrumen penelitian berupa angket dan soal untuk mengetahui Motivasi dan Pemahaman belajar siswa. Analisis data menggunakan aplikasi IBM SPSS 21.0 untuk mengetahui uji validitas, uji rehabilitas, uji normalitias, dan uji paired sample t-test motivasi siswa yang telah diuji diperoleh data rata-rata mean pada pretest motivasi siswa sebesar 34,50 dan nilai postteset Motivasi siswa sebesar 35,09 serta data nilai signifikan sebesar 0,000 < 0,05. Sedangkan hasil uji paired sampel t-test pemahaman belajar sebesar 51,25 dengan nilai rata-rata posttest pemahaman belajar sebesar 67,19 serta nilai signifikan 0,000 < 0,05. Sehingga dapat disimpulkan bahwa penggunaa  
PENGARUH MEDIA PEMBELAJARAN WORDWALL TERHADAP KEAKTIFAN DAN HASIL BELAJAR SISWA PELAJARAN IPAS KELAS IV Vicky Anjani; Zainal Arifin
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.9357

Abstract

In learning, learning aids or media need to be implemented to help students be active and understand the material in the learning process. This study aims to test and prove whether or not there is an effect of wordwall learning media on student activity and learning outcomes in the science subject of grade IV at SDN Pejagan 1. The research type used was quantitative and employed an experimental one-group pretest-posttest design. The sample in this study used a saturated sample, namely class IV C at SDN Pejagan 1, totaling 26 students. The research instrument was a questionnaire to determine student activity and questions to determine student learning outcomes. Data analysis used the IBM SPSS 21.0 application to conduct validity tests, reliability tests, normality tests, and paired sample T-tests. The student activity that had been tested obtained an average mean on the pretest of learning activity of 29.3462, and the posttest value of learning activity of 32.3077 and significant value data of 0.000 <0.05. Meanwhile, the results of the paired sample T-test of learning outcomes obtained an average mean in the pretest of learning outcomes of 52.6923, and the posttest value of learning outcomes of 82.6538 and a significant value of 0.000 <0.05 so that it can be concluded that the use of wordwall learning media has an effect on the activeness and learning outcomes of students in the science subject of grade IV at SDN Pejagan 1. ABSTRAK Dalam pembelajaran alat bantu atau media pembelajaran perlu di terapkan untuk membantu siswa aktif serta dapat memahami materi dalam proses pembelajaran. Penelitian ini bertujuan untuk menguji dan membuktikan ada atau tidak ada pengaruh media pembelajaran wordwall terhadap keaktifan dan hasil belajar siswa pada mata pelajaran IPAS kelas IV SDN Pejagan 1. Jenis penelitian yang digunakan adalah kuantitatif dan menggunakan metode exsperiment one group pretest posttest design. Sampel dalam penelitian ini menggunakan sampel jenuh yaitu kelas IV C di SDN Pejagan 1, yang berjumlah 26 siswa. Instrument penelitian berupa angket untuk mengetahui keaktifan dan soal untuk mengetahui hasil belajar siswa. Análisis data menggunakan Aplikasi IBM SPSS 21.0 untuk melakukan uji validitas, uji reliabilitas, uji normalitas, dan uji paired sampel T-test, keaktifan siswa yang telah diuji diperoleh rata-rata mean pada pretest keaktifan belajar sebesar 29.3462, dan nilai posttest keaktifan belajar sebsar 32.3077 serta data nilai signifikan sebesar 0,000 < 0.05. Sedangkan hasil uji paired sampel T-test hasil belajar diperoleh rata-rata mean pada pretest hasil belajar sebesar 52.6923, dan nilai posttest hasil belajar sebesar 82.6538 serta nilai signifikan 0.000 < 0.05 sehingga dapat disimpulkan bahwa penggunaan media pembelajaran wordwall berpengaruh terhadap keaktifan dan hasil belajar siswa pada mata pelajaran IPAS kelas IV di SDN Pejagan 1  
PENGARUH MEDIA PEMBELAJARAN EDUCAPLAY TERHADAP KEAKTIFAN DAN MOTIVASI BELAJAR MATEMATIKA SISWA KELAS VI Aurora Dwi Balbina; Zainal Arifin
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v6i1.9358

Abstract

This study specifically aims to determine the effect of Educaplay Learning Media on the Activity and Motivation of Sixth Grade Students in Learning Mathematics. The researcher used quantitative research and an experimental method, namely the One Group Pretest-Posttest Design. The sample in this study consisted of 29 sixth-grade students in class 6A at UPTD SDN Pejagan 1 Bangkalan, with research instruments in the form of questionnaires to determine student activity and learning motivation. Data analysis was performed using IBM SPSS 21.0 software to conduct validity tests, reliability tests, normality tests, and paired sample t-tests. Based on the paired sample t-test, the students' activity was tested and obtained an average mean of 27.24 on the pretest and a post-test mean of 31.28, with a significant value of 0.000 < 0.05. Meanwhile, the results of the paired sample t-test for learning motivation obtained an average mean data in the learning motivation pretest of 26.48, while the average value of the learning motivation posttest was 33.79 and a significant value of 0.000 < 0.05. Therefore, it can be concluded that the use of Educaplay learning media has an effect on learning activity and motivation in mathematics, particularly in the subject of decimal numbers in grade VI. ABSTRAK Penelitian ini secara khusus bertujuan untuk mengetahui Pengaruh Media Pembelajaran Educaplay Terhadap Keaktifan Dan Motivasi Belajar Matematika Siswa Kelas VI. Peneliti menggunakan jenis penelitian kuantitatif  dan menggunakan metode eksperimen yaitu jenis One Group Pretest-Postest Design. Sampel dalam penelitian ini menggunakan 29 siswa kelas 6A di UPTD SDN Pejagan 1 Bangkalan, dengan instrumen penelitian berupa angket untuk mengetahui keaktifan dan motivasi belajar siswa. Analisis data menggunakan Aplikasi IBM SPSS 21.0 untuk melakukan uji validitas, uji reliabilitas, uji normalitas, dan uji paired sampel t-test. Berdasarkan uji paired sampel t-test keaktifan siswa yang telah diuji diperoleh data rata-rata mean pada pretest keaktifan siswa sebesar 27,24 dan nilai posttest keaktifan siswa sebesar 31,28 serta data nilai signifikan sebesar 0,000 < 0,05. Sedangkan hasil uji paired sampel t-test motivasi belajar diperoleh data rata-rata mean pada pretest motivasi belajar sebesar 26,48 sedangkan nilai rata-rata posttest motivasi belajar sebesar 33,79 serta nilai signifikan 0,000 < 0,05. Sehingga dapat disimpulkan bahwa penggunaan media pembelajaran educaplay berpengaruh terhadap keaktifan dan motivasi belajar matematika khususnya pada materi bilangan desimal di kelas VI.