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This study was motivated by the low level of student motivation in the IPAS learning process among fourth-grade students at UPTD SDN 173 Inpres Mangngai Maros. The purpose of this study was to describe the use of the interactive learning medium Game Educaplay in enhancing student learning motivation. This study employed a qualitative approach using the Classroom Action Research (CAR) method, conducted over two cycles. The research subjects consisted of one teacher and 34 fourth-grade students. Data collection techniques included observation, a learning motivation questionnaire, and documentation. The results showed that the use of the interactive learning medium Educaplay can enhance the teacher’s instructional activities, students’ learning activities, and students’ learning motivation. The teacher’s instructional activities improved from the adequate category in Cycle I to the very good category in Cycle II. Student learning activities also improved from the good category in Cycle I to the very good category in Cycle II. The increase in student learning motivation was evident from the questionnaire results, shifting from the moderately motivated category in Cycle I to the highly motivated category in Cycle II. These results met the established success indicators for the study. Based on these research results, it can be concluded that the use of the Educaplay interactive learning game can increase students’ learning motivation in the IPAS subject for fourth-grade students at UPTD SDN 173 Inpres Mangngai Maros.
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Rasyid et al. (2026) studied this question.
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