INNOVATIVE TEACHING STRATEGIES WITH EDUCAPLAY: ENGAGING STUDENTS THROUGH TECHNOLOGY
Abstract
This article explores Educaplay, a digital platform centered around gamification, as an
innovative solution to challenges faced in traditional education, such as student disengagement
and monotonous teaching techniques. This research evaluates peer-reviewed articles published
between 2019 and 2024 using a qualitative methodology and a systematic literature review.
The findings suggest that Educaplay enhances student engagement, motivation, and academic
performance across various educational contexts, including primary, secondary, vocational,
and special education. For example, the completion rates for third-grade mathematics increased
from 60% to 86.67%, and 12th-grade essay-writing scores improved by 4.29 points.
Additionally, in vocational education, Educaplay boosted learning effectiveness by 70%, and
in special education, it fostered problem-solving skills and boosted confidence in language
acquisition. The study also highlights challenges such as limitations in infrastructure and the
necessity for teacher training, stressing the significance of tailored solutions like offline
gamification tools and professional development programs. This research demonstrates
Educaplay’s scalability and its significant contributions to modern education while
recommending further exploration into its long-term impacts and its integration with hybrid
learning models.
References
Afandi, R. A., Ningtyas, N. S., Susiyawati, E., & Pratiwi, P. (2024). The Effectiveness of
Differentiated Learning Using The Tarl (Teaching At The Right Level) Approach For
Improving Learning Interest And Learning Outcome. Jurnal Pijar Mipa, 19(4), 657-
http://dx.doi.org/10.29303/jpm.v19i4.6860
Agdiyah, F. Aisyah., Mustopa Syukriyah., & Kowiyah Kowiyah. (2024). Pengaruh Media
Interaktif Educaplay Pada Pembelajaran Matematika di Kelas III SD. Jurnal Arjuna:
Publikasi Ilmu Pendidikan, Bahasa dan Matematika, 2(6), 385–390.
https://doi.org/10.61132/arjuna.v2i6.1367
Batitusta, F. O., & Hardinata, V.. (2024). Pengaruh Implementasi Media Permainan Edukasi
Educaplay Berbasis Gadget terhadap Hasil Belajar Menulis Esai. JIIP - Jurnal Ilmiah
Ilmu Pendidikan, 7(3), 2685-2690. https://doi.org/10.54371/jiip.v7i3.3788
Dianita, E., Bilkis, A. N., Berliansyah, D., Hidayah, E., & Nikmatuzzakiyah, A. (2024).
Pengembangan Game Educaplay Sebagai Media Pembelajaran Pkn Siswa Kelas V SD
Negeri 1 Talang Padang. Cendikia: Jurnal Pendidikan dan Pengajaran, 2(7), 275-282.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A
Systematic Mapping Study. J. Educ. Technol. Soc., 18, 75-88.
https://api.semanticscholar.org/CorpusID:25124586
Fadillah, F., & Susanti, A. (2024). Pengaruh Penggunaan Media Gamifikasi Berbasis
Educaplay terhadap Motivasi Belajar Akuntansi Dasar Siswa SMK. Jurnal Pendidikan:
Riset Dan Konseptual, 8(4), 832-839.
https://doi.org/10.28926/riset_konseptual.v8i4.1014
Fakhrunnisaa, N., Putri, R. H., Edy, M. R., Armiana, A., Zainab, Z., & Juharman, M. (2023).
Gamification Sebagai Strategi Peningkatan Kualitas Belajar Mahasiswa Jurusan Teknik
Informatika dan Komputer Universitas Negeri Makassar. Jurnal Pendidikan Terapan,
-68. https://doi.org/10.61255/jupiter.v1i1.11
Febrianti, F. A., Alani, N., & Al-Fikri, H. A. (2024). Implementasi Sistem Gamifikasi Berbasis
Educaplay sebagai Strategi Peningkatan Kualitas Belajar Mahasiswa PGSD. In Social,
Humanities, and Educational Studies (SHES): Conference Series (Vol. 7, No. 3).
https://doi.org/10.20961/shes.v7i3.91642
Fitriyana, D. A., & Rosy, B. (2024). Development Of Educaplay-Based Learning Media In The
Elements Of Human Resource Management Class XI Office Management Of
Vocational School. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 12(1), 235-
https://doi.org/10.26740/jpap.v12n1.p235-246
Gallardo Pérez, H, Paz Montes, L y Sánchez Salazar, L. (2019). The Educaplay Interactive
Platform For The Learning of Mathematics In Populations With Special Educational
Needs. Journal of Physics: Conference Series.
http://repositorio.ufps.edu.co/handle/ufps/493
Göksün, D.O., & Gürsoy, G. (2019). Comparing Success and Engagement In Gamified
Learning Experiences Via Kahoot And Quizizz. Comput. Educ., 135, 15-29.
https://doi.org/10.1016/J.COMPEDU.2019.02.015
Grant, M. J., & Booth, A. (2009). A Typology of Reviews: An Analysis Of 14 Review Types
And Associated Methodologies. Health Information & Libraries Journal, 26(2), 91–
https://doi.org/10.1111/j.1471-1842.2009.00848.x
Hanifah, N. (2024). Upaya Meningkatkan Motivasi Belajar Siswa melalui Media Educaplay
pada Mata Pelajaran IPS. Indonesian Journal of Teaching and Learning (INTEL), 3(2),
–107. https://doi.org/10.56855/intel.v3i2.984
Kalyani, D., & Rajasekaran, K. (2018). Innovative Teaching and Learning.
https://doi.org/10.21839/JAAR.2018.V3IS1.162
Keumala, C. M., Zainuddin, Z. & Fauzan. (2021). Implementasi Sistem Evaluasi Formatif
Berbasis Game Kahoot dan Quizizz untuk Meningkatkan Motivasi Belajar Mahasiswa
di Masa Pandemi (Studi Pada Mata Kuliah Ekonomi Islam). Jurnal Inovasi Pendidikan
Ekonomi, 11(2), 125-135. https://doi.org/10.24036/011123600
Lathifah, L., Lestari, H., Fitriani, Y., & Lestari, R. F. (2024). Meningkatkan Minat Belajar
Bahasa Indonesia Menggunakan Media Berbasis Teknologi Educaplay Pada Siswa
Kelas XI IPS SMA IT Izzuddin Palembang. Madani: Jurnal Ilmiah Multidisiplin, 2(3).
https://doi.org/10.5281/zenodo.10935866
Lawrance, P. J., Moreira, A., & Santos, C. (2021). The Gamification to improve learners'
learning in Higher Education. Internet Latent Corpus Journal, 11(2), 8-22.
Liao, C., Chen, C., & Shih, S. (2019). The Interactivity of Video and Collaboration For
Learning Achievement, Intrinsic Motivation, Cognitive Load, and Behavior Patterns In
A Digital Game-Based Learning Environment. Comput. Educ., 133, 43-55.
https://doi.org/10.1016/j.compedu.2019.01.013
Maass, K., Cobb, P., Krainer, K., & Potari, D. (2019). Different Ways to Implement Innovative
Teaching Approaches at Scale. Educational Studies in Mathematics, 102, 303 - 318.
https://doi.org/10.1007/s10649-019-09920-8
Nurhudan, I. F. (2024). Pengembangan Media Pembelajaran Matematika Berbasis Educaplay
Materi Penjumlahan dan Pengurangan Pada Siswa Kelas II Sekolah Dasar.
Trigonometri: Jurnal Matematika Dan Ilmu Pengetahuan Alam, 4(3), 61–70.
https://doi.org/10.3483/trigonometri.v4i3.6190
Nurita, L., Wathoni, M., Ismah, I., & Widyasari, N. (2024). Meningkatkan Motivasi Belajar
Menggunakan Game Edukasi Educaplay pada Materi Recount Text Siswa Kelas X
SMA Muhammadiyah Ponjong. SEMNASFIP.
Páez-Quinde, C., Infante-Paredes, R., Chimbo-Cáceres, M., & Barragán-Mejía, E. (2022).
Educaplay: A Gamification Tool for Academic Performance In Virtual Education
During The Pandemic Covid-19. Revista Cátedra, 5(1), 31-44.
https://doi.org/10.29166/catedra.v5i1.3391
Pertiwi, A. (2022). Analisis Kebutuhan Penggunaan Gamifikasi dalam Pembelajaran di Kelas
Pada Mahasiswa Teknologi Pendidikan. Prosiding Seminar Nasional Teknologi
Pendidikan UKI Toraja 2022, 23-28.
Puranik, S. (2020). Innovative Teaching Methods In Higher Education. BSSS Journal of
Education, 9(1), 67–75. https://doi.org/10.51767/je0907
Quadro-Flores, P., & Ramos, A. (2022). The Integration of the Digital Platform Educaplay in
Interdisciplinary Paths in the 1st and 2nd Basic Education Cycles. Athens Journal of
Education, 9(3), 377-391.
Rahmawati, V., & Perdana, P. I. (2024). Implementasi Media Pembelajaran Interaktif Game
Educaplay untuk Meningkatkan Motivasi Belajar Siswa SD Negeri Polagan 1. Jurnal
Pendidikan Tambusai, 8(2), 21907–21914. Retrieved from
http://jptam.org/index.php/jptam/article/view/17493
Rifaldin, Muhamad., Muhiddin, H. Nurhayani., & Rante, Paulus. (2024). Penerapan Model
Discovery Learning Berbantuan Media Educaplay untuk Meningkatkan Hasil Belajar
IPA Kelas VIII. D SMPN 20 Makassar. Jurnal Pemikiran dan Pengembangan
Pembelajaran, 6(2), 1623-1633. https://doi.org/10.31970/pendidikan.v6i2.1240
Rosida, L., & Wahyuningsih, S. (2024). Penggunaan Leaderboard Melalui Educaplay Untuk
Meningkatkan Motivasi Belajar Siswa Kelas VII. Jurnal Integrasi dan Harmoni
Inovatif Ilmu-Ilmu Sosial, 4(5), 9-9. https://doi.org/10.17977/um063v4i5p9
Ružić, I.M., & Dumancic, M. (2015). Gamification in Education.
https://api.semanticscholar.org/CorpusID:263084167
Satria Prayoga, I., Pratomo, W., & Puji Lestari, P. (2024). Peningkatkan Minat Belajar Siswa
Menggunakan Model Problem Based Learning Berbantuan Media Educaplay Froggy
Jumps Pada Pembelajaran IPAS Kelas V SDN 5 Panjer. Prosiding Seminar Nasional
Pendidikan Profesi Guru, 3(1), 1719–1730. Diambil dari
https://seminar.ustjogja.ac.id/index.php/semnas_ppg_ust/article/view/2302
Snyder, H. (2019). Literature Review As A Research Methodology: An Overview And
Guidelines. Journal of Business Research.
https://doi.org/10.1016/J.JBUSRES.2019.07.039
Syahendra, O. F. (2024). Pemanfaatan Media Pembelajaran Berbasis Web Educaplay dalam
Fluida Statis. Natural Science: Jurnal Penelitian Bidang IPA dan Pendidikan
IPA, 10(1), 83-82. https://doi.org/10.15548/nsc.v10i1.8717
Syarmadana, Aisyah, N., & A, R. (2024). Penerapan Media Educaplay Dalam Meningkatkan
Minat Belajar Peserta Didik Pada Mata Pelajaran IPAS. Jurnal Pendidikan Dasar Dan
Keguruan, 9(02), 51-56. https://doi.org/10.47435/jpdk.v9i02.3201
Tarigan, T. B., Arifin, M., & Nurasiah, N. (2024). Penerapan Media Pembelajaran Educaplay
Dalam Meningkatkan Hasil Belajar Peserta Didik Kelas II di SD Negeri 064974 Medan
Tembung Tahun Pembelajaran 2024/2025. Jurnal Review Pendidikan Dan Pengajaran
(JRPP), 7(4), 15792–15801. https://doi.org/10.31004/jrpp.v7i4.36849
Ulya, M. (2021). Penggunaan Educandy Dalam Evaluasi Pembelajaran Bahasa Indonesia.
Lingua Rima: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 10(1), 55-63.
http://dx.doi.org/10.31000/lgrm.v10i1.4089
Utami, R. D., & Wibawa, S. (2023). Pemanfaatan Aplikasi Educaplay Pada Pembelajaran
Pendidikan Pancasila Materi Aturan Di Rumah Dan Sekolah. Pendas: Jurnal Ilmiah
Pendidikan Dasar, 8(3), 5808-5818. https://doi.org/10.23969/jp.v8i3.11810
Utomo, S., & Ismaya, E. A. (2024). Pendampingan Program Belajar Bahasa Inggris
SMAJEDUCAP: Smart-Joyful Educaplay Platform Berbasis Lesson Study di
Kecamatan Trangkil Kabupaten Pati. Jurnal Pengabdian Sosial, 1(6), 441-449.
https://doi.org/10.59837/7yn48p28
Wahyu Rizkita, I., & Kurrotun Ainin, I. (2024). Implementing the TaRL Approach Assisted
by Educaplay Media for Improving Mentally Disabled Students’ Learning Activities.
Dinasti International Journal of Education Management and Social Science, 6(1), 100–
https://doi.org/10.38035/dijemss.v6i1.3378
Yahya, Yusriman., & Salam, Salam. (2024). Pelatihan dan Pendampingan Pembuatan Media
Pembelajaran Berbasis Educaplay Bagi Guru di MTS Al-Hidayah Batulappa. (2024).
Mosaic: Jurnal Pengabdian Kepada Masyarakat, 1(2), 29-37.