THE CREATIVITY AND INDEPENDENCE OF STUDENTS THROUGH EDGEPLAY MATE MEDIA IN ELEMENTARY SCHOOL

Authors

  • Putri Zudhah Ferryka Universitas Widya Dharma, Indonesia
  • Ria Devitasari Universitas Widya Dharma, Indonesia
  • Rizki Alifianto Universitas Widya Dharma, Indonesia
  • Sayyidah Fatimah Nurdin Universitas Widya Dharma, Indonesia
  • Septi Irawati Universitas Widya Dharma, Indonesia
  • Shofiya Izzatu Syahida Universitas Negeri Yogyakarta

DOI:

https://doi.org/10.20414/elmidad.v17i1.12979

Keywords:

Eduplay Mate, Kreativitas, Kemandirian, IPAS, Eduplay Mate, Creativity, Independence, IPAS

Abstract

This study aims to improve the creativity and independence of 5th-grade students of SDN 2 Karangan in science by applying game-based learning media, Eduplay Mate. The method used is the Classroom Action Research (CAR) model, by Kemmis and McTaggart, which consists of four stages: planning, implementation, observation, and reflection. The study subjects were 29 5th-grade students of SDN 2 Karangan. Data collection techniques were collected through observation, interviews, documentation, and questionnaires. Data analysis used qualitative descriptive techniques. The study results showed that using Eduplay Mate can improve students' creativity and independence. As many as 75% of students showed increased creativity and independence based on the results of observations and questionnaires. In addition, 80% of students responded positively to Eduplay Mate-based learning. In conclusion, Eduplay Mate is efficacious in improving students' creativity and independence in science.

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Published

2025-08-01