Discovery learning has the advantage of allowing students to direct their own learning process by engaging their cognitive abilities and intrinsic motivation. This research aims to enhance students' learning motivation in social studies at SMPN 3 Surabaya. Based on classroom observations, it shows that students' motivation is classified as low. Less than optimal learning motivation impacts student engagement and learning outcomes. The application of the discovery learning model assisted by educational games as an effort to increase students' learning motivation. The method applied in this research is Classroom Action Research (CAR) in two cycles, utilizing both qualitative and quantitative data. Data collection was conducted using interviews, observations, and questionnaires. The subjects of the study were class VIII B. The results of this study proved that the pre-cycle questionnaire processing showed a low learning motivation score of 60%. In cycle 1, the result was 74%. In cycle 2, there was a significant increase with a learning motivation percentage reaching 84%. It can be concluded that the application of the discovery learning model assisted by educational games can significantly increase students' learning motivation. The implication is that teachers are expected to implement enjoyable learning based on educational media such as Gimkit, which is adaptive to local culture and student abilities, thereby creating a meaningful learning environment and continuously increasing active engagement.
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