This research aims to increase students' learning motivation in science subjects through the application of educational games with a Culturally Responsive Teaching (CRT) approach. The method used is classroom action research (PTK) which is carried out in two cycles, each consisting of four stages. The research subjects were 28 students in class V C at SDN Bondongan. Data was collected through questionnaires and documentation in the form of learning videos and then analyzed using qualitative descriptive techniques. The research results show an increase in students' learning motivation in five aspects of learning motivation in each cycle. In the pre-cycle, the average percentage of five aspects of student learning motivation was 64.98% in the "sufficient" category. In the cycle, the average increased to 79.84% in the “good” category. At the end of cycle II, the average percentage of five aspects of students' learning motivation increased to 87.94% in the "very good" category.
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