This study aims to determine whether there is an effect of the IPAS learning model on learning outcomes in the subject of Indonesian cultural heritage using a game-based learning model supported by Educaplay media for fourth-grade students at SD Negeri 55 Prabumulih. This study employed a quasi-experimental design with a nonequivalent control group design. The study population consisted of all 41 fourth-grade students at SD Negeri 55 Prabumulih. The sample comprised Class IV A as the control group (21 students) and Class IV B as the experimental group (20 students). Data collection was conducted using tests. Data analysis techniques included normality tests, homogeneity tests, hypothesis testing, and N-Gain tests. The results showed a calculated t-value of 5.139, which was greater than the critical t-value of 2.023, with a significance level of 0.00 (less than 0.05). The calculated N-Gain score for the experimental class was 0.70, which falls into the high category, and the N-Gain percentage was 70.94%, which is considered sufficiently effective for use in learning activities. Therefore, it is concluded that there is an effect of the game-based learning model assisted by Educaplay media on improving IPAS learning outcomes regarding Indonesian cultural heritage material among fourth-grade students at SD Negeri 55 Prabumulih.
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