The purpose of this research is to identify the steps involved in implementing the inquiry learning model assisted by the digital educational game Educaplay in teaching geography concept material, as well as to measure the learning outcomes of the experimental class using the inquiry model and the control class using conventional methods for comparison. In addition, this study aims to determine the effect of using the inquiry learning model assisted by Educaplay on students’ critical thinking skills. This study employs an experimental method with a quantitative research approach. The sampling technique used is purposive sampling, with class X E2 designated as the experimental class and class X E1 as the control class. Data collection techniques include observation, tests, and documentation. The critical thinking test was administered after the treatment to both classes in the form of essay questions constructed based on critical thinking indicators. The results of the research show that the average pretest score of the experimental class was 60.12, which increased to 84.35 on the posttest. Meanwhile, the control class obtained an average pretest score of 59.88 and a posttest score of 74.21. Based on the results of the independent sample t test, the significance value was less than 0.05, indicating that H0 was rejected and Ha was accepted. Therefore, it can be concluded that the use of the inquiry learning model assisted by the digital educational game Educaplay has a positive effect on improving students’ critical thinking skills in geography concept material.