This study aims to enhance elementary school students’ motivation to learn English and to identify the factors contributing to their low motivation. The research is grounded in the need to prepare students for the global era, in which English proficiency is an essential skill from an early age. The study employs a Classroom Action Research (CAR) method using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages. Data were collected through observations, learning outcome evaluations, and interviews with English teachers. The findings reveal that students’ low motivation is influenced by perceptions that English is difficult, the lack of engaging teaching methods, limited learning facilities, and students’ weak willingness to learn. The implemented actions—such as using songs, educational games, teaching aids, role-play activities, and interactive communication—significantly increased students’ activeness and motivation. Moreover, the study emphasizes the importance of introducing English at the elementary level, as ages 6–13 represent a critical period for language development. With appropriate external motivation and strong teacher support, English learning becomes more effective, enjoyable, and meaningful. This study recommends that English instruction continue to be implemented in elementary schools through creative teaching methods and sufficient learning facilities
River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.
This study aims to enhance legal awareness and leadership skills among high school students in Dau District, Malang Regency through the Adventure Legal Learning program. The background of this activity is the low level of legal understanding, leadership ability, and the limited use of interactive learning methods in the school environment. This community service project applies a participatory approach, actively involving students as key participants. The methods used combine legal education, educational games based on Eduka-Game, and outdoor outbound activities designed to foster values of responsibility, discipline, and leadership. The implementation includes legal counseling, group discussions, case simulations, collaborative games, and reflection sessions, with evaluation conducted through behavioral observation and participant response questionnaires. The results indicate a significant improvement in students’ legal understanding, communication skills, teamwork, empathy, and discipline. Moreover, positive leadership behaviors and stronger legal awareness emerged among participants. This experiential learning approach proved effective in developing responsible, empathetic, and integrity-driven young individuals capable of becoming agents of change in their communities. However, variations in individual leadership and empathy skills remain challenges that need further attention and development in future programs.
This community service activity aims to enhance elementary school students’ awareness of healthy digital behavior through the socialization of social media ethics and responsible internet use. The method applied was Participatory Action Research (PAR), involving students, teachers, and school stakeholders in an active, collaborative learning process. The program took place at MI Muhammadiyah, Pagentan District, on August 16, 2025, for three hours, including material presentation, case simulations, educational games, and reflective discussions. The results indicate an increased understanding of digital ethics, the emergence of critical attitudes toward gadget use, and the establishment of a “digital healthy class” commitment between teachers and students. Teachers acted as local leaders to sustain digital literacy values within learning activities. This activity demonstrates that a participatory approach effectively promotes behavioral transformation and fosters a culture of responsible digital awareness among elementary school students.
The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.
This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.
This article aims to examine the role of digital learning media in supporting mathematics learning that is aligned with the spirit of the Merdeka Curriculum. The research was conducted using the Systematic Literature Review (SLR) method on twenty scientific articles that discuss the use of digital media in learning mathematics at various levels of education. The results of the study show that digital learning media such as the Canva application, Wordwall, digital comics, animated videos, and educational games can significantly improve concept understanding, learning motivation, and student engagement. Digital media also supports the differentiated and contextual learning approach that is the main characteristic of Merdeka Curriculum. This study concludes that digital media is not only effective in conveying abstract material visually and interactively, but also encourages the development of students' 21st century skills, such as critical thinking, independence, and creativity. The findings are expected to be a reference for teachers, researchers, and policy makers in designing innovative and adaptive mathematics learning strategies in the digital era.
This paper aims to evaluate the effectiveness of using the Wordwall application in learning Indonesian for elementary school students. Wordwall is a digital platform based on educational games that allows teachers to create interactive learning activities online and offline. The research method used is classroom action with two cycles, where each cycle includes the planning, implementation, and evaluation stages. The results of the study indicate that the use of Wordwall can increase student interest, motivation, and engagement during learning. This application helps teachers in delivering material in a fun way, and is able to encourage active student participation in the learning process. Thus, Wordwall is proven to be an effective and relevant learning media to be applied in teaching Indonesian at the elementary school level.
Understanding geometric concepts is an essential part of the mathematics learning process in elementary school. However, many fifth-grade students face challenges in grasping these concepts due to monotonous and less interactive learning media. These difficulties contribute to students' low comprehension of geometric concepts. The purpose of this study is to analyze the contribution of interactive media in strengthening students' understanding of geometric concepts in elementary school. The research employs a qualitative approach, with data collected through observations, interviews with teachers and students, and documentation. The findings reveal that less interactive teaching methods, the lack of concrete learning media, and an unconducive learning environment are the main factors hindering students' understanding. Increasing student participation and facilitating their comprehension of geometric concepts can be achieved by implementing interactive media such as digital simulations, animated videos, and educational games. Thus, interactive media can enhance students' learning motivation and create a more enjoyable learning atmosphere. By integrating interactive media into the mathematics learning process, students are expected to become more actively engaged, focused, and able to understand geometric concepts more effectively.
This study aims to identify the challenges faced by teachers in teaching English at SDN 101774 Medan Estate, Deli Serdang, especially related to low student interest in learning and difficulties in understanding Question Words (5W + 1H) material. This study uses a survey method with data collection techniques through direct observation and in-depth interviews with class teachers and students. The results of the study indicate that limited understanding, low student memory, and lack of active involvement in the learning process are the main obstacles in learning English. To overcome these difficulties, teachers apply various strategies such as peer dialogue, the use of picture dictionaries, gradual vocabulary memorization methods, and fun learning approaches through educational games. These strategies have been proven to help increase students' interest in learning and understanding of the material. The implications of this study emphasize the importance of innovation in learning methods and the active role of teachers in creating an interesting, interactive, and appropriate learning atmosphere for elementary school students.
This study examines the application of mini-game-based pocket books as a learning medium to improve elementary school (SD) students' mathematics learning outcomes. The background of this study is based on the challenges faced by students in understanding mathematical concepts effectively, so an innovative and fun approach is needed. Mini-game pocket books offer an interactive and motivating learning method, combining educational games with academic concepts. This study uses the systematic literature review (SLR) method by analyzing scientific articles published in the last five years from national journals and books. The analysis process is carried out descriptively to identify research patterns, the effectiveness of learning media, and their impact on student learning outcomes. The results of the study are expected to show that mini-game pocket books are able to improve students' conceptual understanding, learning motivation, and critical thinking skills. These findings also provide insight for teachers and researchers in developing more effective and interesting learning strategies at the elementary school level.
The aim of this research is to evaluate the effectiveness of learning simulations in the Pancasila Education subject in implementing creative learning strategies for grade 2 students at SD Negeri Cangkiran 01. This research was conducted using a qualitative descriptive approach, where data collection was carried out through observation, interviews and documentation. The research subjects were 2nd grade teachers and 28 students. The research results show that educational simulations are effective in increasing students' understanding of Pancasila values. This also helps students create more interactive and interesting learning strategies. Demonstrated by better critical thinking skills, better understanding of concepts, and increased student engagement in learning. Educational games based on Pancasila values, stories and role plays are one of the creative learning strategies used. This research shows that educational simulation can be an effective learning alternative in instilling Pancasila values in grade 2 elementary school students at SD Negeri Cangkiran 01.
Biology learning, particularly the topic of the classification of living organisms, is often considered difficult and boring by some students. To address this challenge, a more engaging and interactive approach is needed. One effective solution is to utilize game-based technology, such as Wordwall, which allows students to actively learn through various educational games. This study aims to enhance student engagement in learning the classification of living organisms using interactive Wordwall games. Through a community service method, this activity involved teachers and students from several schools to integrate Wordwall as a learning tool. The interactive games provided by Wordwall include various types of activities, such as puzzles, quizzes, and matching games, designed to help students better understand the concepts of classification of living organisms. The implementation of this program is expected to improve student motivation, involvement, and understanding of the material. Furthermore, it is hoped that the use of this technology will provide a more enjoyable learning experience and increase the effectiveness of classroom learning. The evaluation conducted shows a significant improvement in student engagement, as well as a better understanding of the material compared to traditional teaching methods.
Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.
Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.
This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.
This research is based on the problems found based on the results of interviews with mathematics teachers and students at SMPN 1 Lareh Sago Halaban that the media used in the learning process only uses the blackboard with lecture and discussion methods, there is no technology-based learning media, especially educational games that are used by teachers to students related to mathematics lessons caused a lack of interest and activeness of students in mathematics subjects. Based on this, the solution given is to design a learning media. The purpose of this research is to produce learning media products in the form of educational games with the help of software Building 2 mathematics subjects at SMPN 1 Lareh Sago Halaban. The design of mathematics education games uses the construct 2 design application at SMPN 1 Lareh Sago Halaban with the Research and Development (R&D) research method using the MDLC (Multimedia Development Life Cycle) development model from Luther Sutopo the development model is explained in 6 stages, namely Concept, Design, Materials Collection, Assembly, Testing and Distribution. The product test used in the research is the validity test, practicality test, and effectiveness test. The product test results show that the educational games designed are valid, practical and effective. For the results of the validity test of three validators, the score was 0.88, the practical test by 3 practi- tators was 0.97, and the effectiveness test of twenty people was 0.92.
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Keywords: Implementation, Social Studies Learning, Character education
This study aims to analyze the implementation of social studies learning as strengthening character education in elementary schools. The research method used is a qualitative descriptive method with data collection techniques in the form of observation, interviews, and documentation studies. The research subjects were social studies teachers and sixth grade students at an elementary school in Manggarai Regency. The results of the study show that social studies teachers have implemented character education in social studies learning through various activities, such as discussions, questions and answers, presentations, and educational games. The implementation of character education is also seen in students' attitudes and behavior, such as discipline, self-confidence, and social awareness. The obstacles encountered in the implementation of character education are the teacher's lack of understanding of the concepts and goals of character education, limited learning time, and limited resources and facilities. The school is trying to overcome these obstacles, such as increasing teachers' understanding of character education, using technology in learning, and collaboration between schools and communities in strengthening character education in elementary schools.
Stunting is a condition of failure to thrive in children under five (babies under five years) resulting from chronic malnutrition so that children are too short for their age. Malnutrition occurs since the baby is in the womb and in the early days after the baby is born, however, stunting only appears after the baby is 2 years old. One of the causes of stunting is the lack of information about it. The purpose of this service is to create a learning atmosphere that is liked by children. The method used is counseling with snakes and ladders media. The result of this service is that elementary school students are happy when playing snakes and ladders games and become enthusiastic when studying
Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills.
There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking.
The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user.
Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.