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The Effect of Educaplay-Assisted Game-Based Learning Model on English Vocabulary Mastery and Learning Outcomes of Fifth-Grade Elementary School Students

Studi Pre-Eksperimen pada Siswa Kelas V SDN Kewunen dengan Platform Educaplay Template Froggy Jumps

Authors

  • Juhriyatul Jannah Universitas Bina Bangsa
    • Jaka Wijaya Kusuma Universitas Bina Bangsa
      • Pardiman Universitas Bina Bangsa

        DOI:

        https://doi.org/10.59211/mjpjetl.v4i2.495

        Keywords:

        game-based learning, Educaplay, English vocabulary mastery, learning outcomes, elementary school

        Abstract

        Penguasaan kosakata bahasa Inggris siswa kelas V SDN Kewunen tergolong rendah, dengan nilai rata-rata baru mencapai 50% dan berada di bawah Kriteria Ketuntasan Minimal (KKM) sebesar 65%. Kondisi ini disebabkan oleh dominasi metode pembelajaran konvensional serta minimnya pemanfaatan media interaktif dalam proses pembelajaran. Penelitian ini bertujuan menganalisis pengaruh model Game-Based Learning (GBL) berbantuan platform Educaplay template Froggy Jumps terhadap penguasaan kosakata bahasa Inggris dan hasil belajar siswa kelas V sekolah dasar pada materi Parts of Our Body That Work Together. Penelitian menggunakan pendekatan kuantitatif dengan desain pre-eksperimen One Group Pretest-Posttest yang melibatkan 38 siswa kelas V B SDN Kewunen, ditentukan melalui teknik sampling jenuh. Data dikumpulkan melalui tes, angket respons, dan dokumentasi, kemudian dianalisis menggunakan uji Paired Sample t-Test dan N-Gain Score berbantuan SPSS versi 26. Hasil uji hipotesis menunjukkan pengaruh signifikan terhadap penguasaan kosakata (t = 18,391; Sig. = 0,000) dan hasil belajar (t = 12,105; Sig. = 0,000), dengan N-Gain Score masing-masing sebesar 62,18% (kategori sedang) dan 25,37% (kategori rendah). Respons siswa terhadap penerapan model ini tergolong sangat kuat (84,78%). Temuan ini mengonfirmasi bahwa model Game-Based Learning berbantuan Educaplay efektif meningkatkan penguasaan kosakata bahasa Inggris dan hasil belajar siswa sekolah dasar, sekaligus menciptakan pembelajaran yang interaktif, menyenangkan, dan bermakna.

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        3
        • Indonesia

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          Universitas Bina Bangsa

        • Indonesia

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          Universitas Bina Bangsa

        • Indonesia

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          Universitas Bina Bangsa

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        Published

        21-10-2026

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        Language Education

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        Cite this article

        Jannah, J., Wijaya Kusuma, J., & Pardiman (2026). The Effect of Educaplay-Assisted Game-Based Learning Model on English Vocabulary Mastery and Learning Outcomes of Fifth-Grade Elementary School Students: Studi Pre-Eksperimen pada Siswa Kelas V SDN Kewunen dengan Platform Educaplay Template Froggy Jumps. Journal of Education and Teaching Learning, 4(2), 1421–1426. https://doi.org/10.59211/mjpjetl.v4i2.495

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