This research was motivated by the low mastery of Indonesian spelling among fourth-grade students at SDN 05 Rantau Selatan, caused by conventional learning that lacks variety and minimal interaction. The results of the pre-test showed a class average score of only 55, placing students' spelling mastery in the Poor category. This situation encourages the need for innovative, effective and engaging learning media. This study aims to test the effectiveness of using a board game-based educational game as an intervention medium. The method used was a quasi-experimental design with a One Group Pre-test Post-test design. The subjects were 21 fourth-grade students at SDN 05 Rantau Selatan in the 2025-2026 academic year. Data were analyzed by comparing the average scores before and after the treatment. The results showed a significant improvement after the implementation of the board game. The average pre-test score of 55 increased to 77.85 in the post-test. This 22.85-point increase successfully elevated the students' spelling mastery category from Poor to Good. Score improvements were also recorded across all assessment aspects: Spelling Accuracy increased from 62 to 80, Punctuation Use increased from 55 to 82, and Capitalization Use showed the highest jump from 57 to 83. Even the student with the lowest score on the pre-test (40) achieved a 30-point increase, reaching a score of 70 in the post-test. This improvement demonstrates the effectiveness of board games because they provide rapid feedback and stimulate intensive interaction, transforming rigid spelling rules into fun and motivating challenges. It was concluded that the use of board-based educational games was highly effective in improving the mastery of Indonesian spelling among fourth-grade students at SDN 05 Rantau Selatan.
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