Pendekatan Teaching at The Right Level (TaRL) menggolongkan peserta didik ke dalam kategori mahir, sedang, dan tidak mahir, sehingga kebutuhan belajar peserta didik dapat terpenuhi. Namun pendekatan TaRL memiliki kelemahan yaitu membutuhkan waktu yang lama. Bila pembelajaran berjalan terlalu lama, maka akan membosankan dan mungkin tujuan pembelajaran tidak tercapai secara maksimal. Penelitian bertujuan melihat efektivitas implementasi permainan edukatif dalam pendekatan Teaching at The Right Level (TaRL) di kelas V SDN Polehan 1 Malang. Metode yang digunakan adalah kualitatif deskriptif dengan subjek penelitian seluruh peserta didik kelas V SDN Polehan 1 Malang. Hasil penelitian menunjukan bahwa permainan edukatif dapat membuat pembelajaran semakin menyenangkan dan juga dan berfungsi sebagai drilling materi pelajaran, sehingga peserta didik tidak bingung dan membutuhkan waktu yang lama untuk menyelesaikan LKPD dan asesmen sumatif. Lebih lagi, penelitian ini menghasilkan inovasi desain tempat duduk peserta didik karena penataan tempat duduk juga mempengaruhi hasil belajar sehingga terjadi peningkatan hasil belajar peserta didik. Kata kunci: permainan edukatif, TaRL, LKPD Implementation of Educational Games in Teaching at the Right Level (TaRL) Learning Approach in Class V of Public Elementary School The Teaching at the Right Level (TaRL) approach is a learning approach that can be applied to the National Curriculum. This Teaching at the Right Level (TaRL) approach will classify learners into proficient, intermediate, and non-proficient categories, so that learners' learning needs can be met. On the other hand, the TaRL approach has the disadvantage that it takes a long time. If learning takes too long, learning will be boring and learning objectives may not be achieved optimally. This study was conducted with the aim of seeing the effectiveness of the implementation of educational games in the Teaching at the Right Level (TaRL) approach in class V of SDN Polehan 1 Malang. The method used in this research is descriptive qualitative with the research subjects of all fifth-grade students of SDN Polehan 1 Malang. The results showed that educational games can make learning more fun and also function as drilling subject matter, so that students are not confused and take a long time to complete the LKPD and summative assessment. Moreover, this research resulted in the innovation of students' seating design because the seating arrangement also affects learning outcomes so that there is an increase in students' learning outcomes. By applying this approach, learners' learning outcomes also improved. Keywords: educational game, TaRL, LKPD