ABSTRACT Low student interest in learning Fiqh, which is often perceived as monotonous, indicates the need for technology-based instructional innovation because no study has specifically examined the use of Educaplay to increase interest in learning Fiqh at the Madrasah Aliyah level. This study aims to analyze the effect of using the game-based learning media Educaplay on increasing students’ interest in learning Fiqh at Madrasah Aliyah Darul Fikri. The research employed a quantitative approach with a quasi-experimental design, specifically the pretest–posttest nonequivalent control group design. The sample consisted of 40 students who were divided into two groups, namely the experimental group and the control group. The research instrument used was a learning interest questionnaire based on a Likert scale that had been tested for validity and reliability. Data were analyzed using descriptive statistics as well as inferential tests, including the Independent Sample T-Test and the nonparametric Mann–Whitney U test. The findings revealed a significant difference between the experimental and control groups, as indicated by a significance value of 0.000 (<0.05). Furthermore, the average increase in learning interest in the experimental group was 18.83, which was higher than that of the control group at 4.10. These results were further supported by the Mann–Whitney test, which also showed a significant difference between the two groups. Therefore, the implementation of game-based learning media Educaplay is proven to be effective in enhancing students’ interest in learning Fiqh through a more interactive, engaging, and enjoyable learning process. ABSTRAK Rendahnya ketertarikan siswa dalam mempelajari Fiqh yang sering dipersepsikan monoton menunjukkan perlunya inovasi media pembelajaran berbasis teknologi karena belum ada penelitian yang secara spesifik menguji penggunaan Educaplay untuk meningkatkan minat belajar Fiqh di Madrasah Aliyah. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media pembelajaran berbasis permainan Educaplay terhadap peningkatan minat belajar siswa pada mata pelajaran Fiqh di Madrasah Aliyah Darul Fikri. Metode penelitian yang diterapkan menggunakan pendekatan kuantitatif dengan rancangan quasi-eksperimen, yakni model pretest–posttest nonequivalent control group design. Sampel dalam penelitian ini berjumlah 40 siswa yang selanjutnya dikelompokkan ke dalam dua bagian, yaitu kelompok eksperimen dan kelompok kontrol. Instrumen penelitian yang digunakan berupa angket minat belajar dengan skala Likert yang telah melalui pengujian validitas dan reliabilitas. Analisis data dilakukan menggunakan statistik deskriptif serta uji inferensial, yaitu Independent Sample T-Test dan uji nonparametrik Mann–Whitney U. Temuan penelitian menunjukkan adanya perbedaan yang signifikan antara kelompok eksperimen dan kelompok kontrol, yang ditunjukkan oleh nilai signifikansi sebesar 0,000 (<0,05). Selain itu, rata-rata peningkatan minat belajar pada kelompok eksperimen mencapai 18,83, yang lebih tinggi dibandingkan dengan kelompok kontrol sebesar 4,10. Hasil tersebut diperkuat oleh uji Mann–Whitney yang turut menunjukkan adanya perbedaan yang signifikan antara kedua kelompok. Dengan demikian, penerapan media pembelajaran berbasis permainan Educaplay terbukti efektif dalam meningkatkan minat belajar siswa pada mata pelajaran Fiqh melalui proses pembelajaran yang lebih interaktif, menarik, dan menyenangkan.