Artikel Ilmiah : J1E022030 a.n. NELI DWI SAHPUTRI

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NIMJ1E022030
NamamhsNELI DWI SAHPUTRI
Judul ArtikelTHE IMPLEMENTATION OF EDUCAPLAY AS A GAME-BASED LEARNING MEDIUM FOR ENHANCING ENGAGEMENT AND MOTIVATION IN ENGLISH LANGUAGE LEARNING
Abstrak (Bhs. Indonesia)ABSTRAK
Keterlibatan dan motivasi siswa merupakan aspek penting dalam pembelajaran bahasa Inggris yang efektif. Namun, pembelajaran bahasa Inggris dapat menjadi kurang menarik apabila kegiatan pembelajaran kurang memberikan pengalaman yang interaktif dan bervariasi, sehingga media pembelajaran berbasis permainan seperti Educaplay berpotensi digunakan. Berdasarkan hal tersebut, penelitian ini bertujuan untuk mendeskripsikan implementasi Educaplay sebagai media pembelajaran berbasis permainan dalam pembelajaran bahasa Inggris serta mengeksplorasi pengalaman siswa kelas XI Pemasaran dalam menggunakan Educaplay terkait dengan keterlibatan dan motivasi mereka. Penelitian ini menggunakan pendekatan deskriptif kualitatif yang dilaksanakan di SMK Negeri 1 Purwokerto. Partisipan penelitian terdiri atas lima siswa kelas XI Pemasaran yang dipilih secara purposif dari kelas XI Marketing 1. Data dikumpulkan melalui observasi pembelajaran dalam dua pertemuan, wawancara semi-terstruktur, dan analisis dokumen, kemudian dianalisis menggunakan model Miles dan Huberman. Hasil penelitian menunjukkan bahwa Educaplay secara umum diimplementasikan secara sistematis melalui enam tahap Model ASSURE. Siswa menunjukkan keterlibatan emosional, perilaku, dan kognitif yang positif melalui rasa senang, partisipasi aktif, ketekunan, penyelesaian tugas, dan pemikiran yang cermat. Motivasi siswa tercermin dalam aspek otonomi, kompetensi, keterhubungan, dan pengalaman belajar bahasa kedua yang positif melalui koreksi diri, pemahaman dan kepercayaan diri yang lebih baik, interaksi dengan teman sebaya, serta kegiatan pembelajaran yang menyenangkan. Meskipun terdapat beberapa kendala teknis dan instruksional, kendala tersebut tidak mengurangi pengalaman positif siswa secara keseluruhan. Dengan demikian, Educaplay secara umum diimplementasikan secara efektif dan sistematis serta mendukung keterlibatan dan motivasi siswa dalam pembelajaran bahasa Inggris.
Abtrak (Bhs. Inggris)ABSTRACT
Students’ engagement and motivation are important aspects of effective English language learning. However, English learning may become less engaging when classroom activities lack interactive and varied learning experiences, highlighting the potential of game-based learning media such as Educaplay. Therefore, this study aimed to describe the implementation of Educaplay as a game-based learning medium in English language learning and to explore eleventh-grade marketing students’ experiences of using Educaplay in relation to their engagement and motivation. This study employed a descriptive qualitative research design at SMK Negeri 1 Purwokerto. The participants were five eleventh-grade marketing students selected purposively from XI Marketing 1. Data were collected through classroom observations conducted in two meetings, semi-structured interviews, and document analysis. The data were analyzed using the Miles and Huberman model through data reduction, data display, and conclusion drawing. The findings showed that Educaplay was generally implemented systematically through the six stages of the ASSURE Model: Analyze Learners, State Objectives, Select Methods, Media, and Materials, Utilize Media and Materials, Require Learner Participation, and Evaluate and Revise. Regarding engagement, students demonstrated positive emotional, behavioral, and cognitive engagement through enjoyment, active participation, persistence, task completion, careful thinking, and the use of learning strategies. Regarding motivation, students’ experiences reflected autonomy through self-correction and repeated practice, competence through improved understanding and confidence, relatedness through peer interaction and collaboration, and positive L2 learning experiences through interactive and enjoyable English learning activities. Although minor technical and instructional challenges were encountered, they did not outweigh the overall positive experiences reported by the students. In conclusion, Educaplay was generally implemented effectively and systematically and supported students’ engagement and motivation in English language learning.
Kata kunciEducaplay, English language learning, game-based learning, motivation, students’ engagement
Pembimbing 1Novita Pri Andini, S.Pd., M.Pd.
Pembimbing 2Weksa Fradita Asriyama, S.Pd., M.Pd.
Pembimbing 3
Tahun2026
Jumlah Halaman167
Tgl. Entri2026-08-11 16:43:51.070535
Cetak Bukti Unggah
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