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GeneralEarly childhoodEcuador2026with data
Interactive Educaplay Activities to Foster Neurodevelopment in 4-Year-Old Children
Actividades interactivas en Educaplay para la estimulación del neurodesarrollo en estudiantes de 4 años
Laura Liliana Guapi-Guaman et al.
A study published in 2026 in Código Científico Revista de Investigación (Ecuador) that proposes and evaluates a program of interactive activities in Educaplay to stimulate cognitive and psychomotor neurodevelopment in 4-year-old children. Using a pre-experimental pretest-posttest design and a mixed approach (10 children, 4 teachers, 18 sessions over 6 weeks), it recorded improvements in the six domains assessed (attention, working memory, spatial perception, logical reasoning, fine motor skills, and visuomotor coordination), with statistical significance (Wilcoxon, p = 0.005) and a jump from 48.7% to 91.3% of indicators achieved. It concludes that Educaplay, with teacher mediation, is a viable alternative for enriching early childhood education in resource-limited settings.
See studyLanguage & literacyPrimaryEcuador2025
Analysis of the digital tool Educaplay in the teaching and learning of literacy among 8th-grade students at Perla del Pacífico School in Guayaquil
Análisis de la herramienta digital Educaplay en el proceso de enseñanza y aprendizaje de lectoescritura de los estudiantes del 8vo EGB de la escuela Perla del Pacífico de la ciudad de Guayaquil
Díaz Ortíz, Y. et al.
Research using a mixed methodology (qualitative and quantitative) that explores the possibilities of Educaplay as a digital tool to support the teaching-learning process of literacy in 8th-grade students of Basic Education at the Perla del Pacífico school (Guayaquil). It analyzes how its interactive activities can contribute to the development of reading and writing skills.
See studyGeneralEarly childhoodIndonesia2026
Analysis of the Use of Educaplay in the Digital Diagnostic Assessment of School Readiness in Children Aged 4–5
Analisis Pemanfaatan Educaplay dalam Asesmen Diagnostik Digital Kesiapan Bersekolah Anak Usia 4–5 Tahun
Anggi Oktaviani Rizka Sulaikha et al.
A qualitative case study published in 2026 in Edu Cendikia: Jurnal Ilmiah Kependidikan (Indonesia) on the use of Educaplay as a digital diagnostic assessment medium to identify the school readiness of 4-5 year-old children at the RA Baitussalam Toyamas kindergarten (Banyuwangi). Using observation, in-depth interviews, and Miles-Huberman-Saldaña analysis, it concludes that Educaplay transforms assessment into a systematic, interactive, and child-development-centered mapping, and coins the perspective of "digital assessment for learning," conditioned by teachers' pedagogical competence, institutional support, and collaboration with families.
See studySocial studies & valuesPrimaryIndonesia2026
Analysis of the Implementation of the Gotong Royong (Mutual Cooperation) Character with Educaplay Froggy Jumps Media in Civics Learning in Elementary School
Analisis Penerapan Karakter Gotong Royong dengan Media Educaplay Froggy Jumps dalam Pembelajaran PPKn di Sekolah Dasar
Fara Nisaul Husna et al.
A qualitative study published in 2026 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia) that describes how Educaplay's Froggy Jumps game supports the development of the Indonesian cultural value of gotong royong (mutual cooperation) in Civic Education. Using observation, interviews, and documentation in class 4A of SDN Mulyorejo 1 in Surabaya (five groups of students), it observed the emergence of mutual help in discussions, cooperation in group work, and individual responsibility for tasks, as well as active engagement and positive interactions, and concludes that it is an effective alternative for cultivating this value in primary school.
See studyMathematicsHigher / Teacher ed.Indonesia2025
Analysis of the Use of Educaplay Gamification as a Mathematics Learning Evaluation Tool: Exploring Student Responses
Analisis Penggunaan Gamifikasi Educaplay sebagai Alat Evaluasi Pembelajaran Matematika: Eksplorasi Respon Mahasiswa
Baharuddin, B
A qualitative study with a case study design that explores the response of 21 students at Universitas Negeri Makassar to the use of Educaplay gamification as an assessment tool in a foundations of mathematics course. The students respond positively: motivation, engagement, and comprehension increase, and anxiety toward conventional assessment decreases, although technical connection problems arise.
See studyGeneralPrimaryIndonesia2025with data
Analysis of the Use of Educaplay Interactive Learning Media in Increasing Primary School Students' Interest in Learning
Analisis Penggunaan Media Pembelajaran Interaktif Educaplay dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar
Wafiqni, N. & Fitri Adelia
An experimental quantitative study with a single-group pretest-posttest design and 22 primary school students that measures the effect of Educaplay on interest in learning. The questionnaire mean rose from 61.18 to 73.86 (+12.68 points), with a significance of 0.000 and a mean N-Gain of 58.21 (medium category), confirming a significant effect of Educaplay on students' interest.
See studySocial studies & valuesSecondaryEcuador2025with data
Learning Analytics Based on Educaplay and Kahoot as Teaching Aids for the Entrepreneurship and Management Course
Analítica del aprendizaje sustentada en Educaplay y Kahoot como medios de enseñanza de la asignatura de Emprendimiento y Gestión
Carrasco-Legnia, Á. N. et al.
An experimental quantitative study that confirms Educaplay and Kahoot significantly improve academic performance in Entrepreneurship and Management in the third year of high school. Student's t-test and Levene's test demonstrated statistically significant differences between the experimental group and the control group, with higher grades, greater consistency, and better knowledge retention in the group that used the gamified platforms.
See studyForeign languagesHigher / Teacher ed.Colombia2025with data
Analyzing the Perceptions of First-Semester Students of the Bachelor's Degree in Foreign Languages with an Emphasis in English at UNAD Regarding the Use of Educaplay in the Virtual Learning Process
Analizar las percepciones de los estudiantes de primer semestre de la Licenciatura en Lenguas Extranjeras con énfasis en Inglés de la UNAD, frente al uso de la herramienta Educaplay en el proceso de aprendizaje virtual
Bermeo Santanilla, L. L. & Apraez Torres, L. J
Qualitative research with 15 UNAD students that concludes more than 90% recognize the practical usefulness of the knowledge acquired with Educaplay in virtual English classes. The platform showed positive implications for learning grammar and greater participation in group activities, although limitations were identified for the development of listening comprehension and oral expression, recommending its planned and contextualized use.
See studyScienceSecondaryEcuador2017with data
Application of the Educaplay Computing Technique as a Strategy for Learning Biomolecules in High-School Students at the Andrés F. Córdova School - Cañar, Ecuador
Aplicación de la Técnica Informática Educaplay como Estrategia para el Aprendizaje de las Biomoléculas, en los Estudiantes de Bachillerato de la Unidad Educativa Andrés F. Córdova - Cañar, Ecuador
Collaguazo Álvarez, M. E. & Barba Maggi, M. A
A quasi-experimental quantitative study that demonstrates the use of Educaplay (crosswords, interactive maps, and video quizzes) as a strategy contributes significantly to learning about biomolecules in first-year high school students. The experimental group reached a mean of 8.56/10 compared to 6.51/10 for the control group, and the research hypothesis was accepted (Z statistic).
See studySocial studies & valuesSecondaryEcuador2025
Kahoot and Educaplay Educational Applications: Impact on Academic Performance in the Subject of History, Second-Year Unified General Baccalaureate (B.G.U.) Students
Aplicaciones educativas Kahoot y Educaplay: Incidencia en el rendimiento académico en la asignatura de Historia, estudiantes de Segundo Bachillerato General Unificado (B.G.U.)
Bravo Soledispa, E. D. R. et al.
A mixed study with 21 students from a rural school in the Jipijapa Canton (Manabí, Ecuador) that concludes Kahoot and Educaplay are relevant tools for teaching History, as they integrate skills, abilities, and motivation. The students expressed interest in learning in a more playful and creative way, and teachers are recommended to create crosswords, word games, and spinning wheels to make classes more dynamic and innovative.
See studyGeneralHigher / Teacher ed.Argentina2022
Learning to Innovate Using Digital Tools Such as Kahoot, Educaplay, and Padlet with Basic Cycle Teachers at IPEM N°193
Aprender a innovar utilizando herramientas digitales como Kahoot, Educaplay y Padlet con los docentes del ciclo básico del IPEM N°193
López del Cerro, L
An intervention plan from Universidad Siglo 21 that concludes teacher training in digital tools is fundamental given that today's students are "digital natives." The work highlights that technologies are allies for capturing students' interest, and that collaborative work in in-person workshops, together with support from families, is key to the effective appropriation of digital content.
See studyMathematicsInclusionSecondaryEcuador2026with data
Mathematical learning through Educaplay: a case study of a high-school student with ADHD
Aprendizaje matemático mediante Educaplay: estudio de caso en estudiante de bachillerato con TDAH
Hidalgo-Astudillo, A. D. et al.
A case study with a first-year high school student with attentional and learning difficulties (associated with ADHD) in Ecuador, using a design that combined an initial qualitative documentary analysis and a longitudinal quantitative approach; stimulation mathematics activities designed in Educaplay were applied, and the results showed a significant and sustained improvement in the student's mathematical performance.
See studyForeign languagesSecondaryIndonesia2025with data
Boosting English Proficiency Through Educaplay Games: A Classroom Action Research Approach to Interactive Learning
Saputri, A. P
Classroom action research (two cycles) with 28 7th-grade students at SMP IPK Muhammadiyah Delanggu (Merdeka curriculum) on the topic of describing people in English. Educaplay achieves a 22% improvement in vocabulary acquisition and 15% in grammar, and student participation rises from 68% to 90% between cycles.
See studyLanguage & literacyPrimaryIndonesia2026with data
Canva & Educaplay: Interactive Media Collaboration to Improve Punctuation Skills of Grade 3 Primary Students
Canva & Educaplay Kolaborasi Media Interaktif Untuk Meningkatkan Keterampilan Tanda Baca Siswa Kelas 3 SD
Andriansyah, S. & Sukasih, S
Development research using the ADDIE model involving 24 3rd-grade primary students that creates an interactive medium combining Canva and Educaplay to improve punctuation skills. The medium proved highly suitable (content validation 87.5%, language 92.5%, and media 89.5%; teacher response 90% and student response 92.5%) and effective, with a 28.33-point improvement in outcomes and an N-Gain of 0.4581 (medium category).
See studyGeneralHigher / Teacher ed.2022
Flipped classroom and playful assessment in the virtual teaching of Technical English and Research Methodology: the case of Educaplay, Quizizz and Kahoot
Clase invertida y ludoevaluación en la enseñanza virtual de Inglés Técnico y Metodología de la Investigación: el caso de Educaplay, Quizizz y Kahoot
Clerici, C. et al.
A university teaching experience that applies the flipped classroom and ludo-assessment in the Technical English and Research Methodology courses. Six theoretical videos were designed and self-assessment quizzes were created in Educaplay, Kahoot, and Quizizz, gathering at the end the students' evaluation of the proposal.
See studySciencePrimaryColombia2026with data
Classroom and Educaplay as Pedagogical Allies to Strengthen Environmental Awareness
Classroom y Educaplay como aliados pedagógicos para fortalecer la conciencia ambiental
Angie Carolina Moreno Franco et al.
Pedagogical action research published in 2026 in the journal Trascendere (Colombia), with a mixed and descriptive approach, that implemented a teaching unit supported by Google Classroom and Educaplay to strengthen the environmental awareness of 24 sixth-grade students at I.E. Gabriela Mistral (Piñalito hamlet, Meta). The unit was structured in four blocks (living beings, pollution, environmental care, and the 3Rs) with interactive activities, teacher support, and family involvement; the pretest-posttest comparison showed progress in the objectives of each block and a contribution to the preservation of the local ecosystem.
See studyMathematicsPrimaryIndonesia2025with data
Designing Educaplay on Fraction Material to Improve Primary School Students' Mathematical Problem-Solving Ability
Desain Educaplay pada Materi Pecahan dalam Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa Sekolah Dasar
Purbawati, S. Y. et al.
An experimental study on an Educaplay-based learning medium (integrating text, audio, images, animation, and video with educational games) applied to the topic of fractions in primary school. The results show a significant increase in mathematical problem-solving ability in the experimental group compared to the control group.
See studyForeign languagesPrimaryIndonesia2025with data
Developing an Engaging English Summative Test with Educaplay: A Game-Based Solution for the Fourth Grade of Islamic Primary School
Muhammad Firnas Hibatulloh & Sri Wahyuni
Research and development (a seven-step R&D cycle) to create an interactive summative English test with Educaplay for 4th grade of Islamic primary school, tested with 28 students. The analysis in SPSS showed 12 valid items, a reliability of 0.765, and balanced difficulty, although 40% of the questions required revision; it highlights Educaplay's potential for creating motivating assessments.
See studySciencePrimaryIndonesia2025with data
Development of an Ethnoscience-Based Interactive Educaplay Game to Improve Students' Problem-Solving Skills
Juwitaningrum, J. et al.
Research and development (R&D) using the Dick and Carey model that creates an interactive Educaplay game integrated with ethnoscience to improve problem-solving in primary school, tested with 4th-grade students (experimental group and control group through a pretest-posttest design). The product proved highly valid (media expert validity 98.96% and content validity 99.48%) and highly practical (student responses 92% and teacher responses 91%), with effectiveness measured by N-Gain.
See studySciencePrimaryIndonesia2026with data
Development of Educaplay-Based Educational Game Media in the IPAS Subject on Energy Around Us for Grade 3 SDN Bulang 1
Fitri Yuliatin et al.
Research and development (R&D) using the ADDIE model to create an Educaplay-based educational game about energy for 3rd grade of primary school at SDN Bulang 1 (Indonesia). The medium achieved high validity (92% from the content expert, 95% from the media expert) and practicality (100% teacher, 94.8% students), and the mean rose from 61.12 to 90.54 on the posttest.
See studyScienceSecondaryIndonesia2025with data
Differences in Students' Creative Thinking Skills Between Those Taught Using Wordwall and Educaplay in Science Subjects
Elli, B., N. et al.
A quasi-experimental study with a nonequivalent groups pretest-posttest design in 7th grade at SMP Negeri 16 Mandai, with two experimental classes (Wordwall n = 32; Educaplay n = 31) analyzed by ANCOVA. No significant difference in creative thinking was found between the two media (p = 0.788), concluding that Wordwall and Educaplay are equally effective.
See studyForeign languagesSecondaryIndonesia2026with data
Digital-Based Evaluation in Arabic Writing: Integrating Educaplay to Enhance Students' Writing Skills
Aulia, S. & Azhari, S
A mixed-method study (observation, questionnaires, and pretest-posttest tests) with 40 10th-grade students that examines Educaplay as a digital assessment medium to improve Arabic writing. The results show a clear improvement in written performance (higher posttest scores), with advances in creativity, text organization, vocabulary, and grammatical accuracy, and positive student perceptions.
See studyForeign languagesOtherIndonesia2025with data
Digital Gamification for Vocabulary Growth: Evaluating Educaplay for EFL Learners in a Boarding School Setting
Aidil Akbar Rahman & Muallim, M
A pre-experimental study with a single-group pretest-posttest design and 42 English as a foreign language (EFL) students at a boarding school that evaluates Educaplay for vocabulary acquisition over six sessions. Mean scores rose from 55.71 to 94.48, with high student motivation and satisfaction, suggesting that gamified tools like Educaplay effectively support vocabulary development in EFL contexts.
See studyForeign languagesOther2026
Using the Educaplay Platform to Teach Arabic Sounds and Vocabulary at the Beginner Level
توظيف منصة إديوكابلاي (Educaplay) في تعليم الأصوات والمفردات العربية للمستوى المبتدئ
Abas, A. D. S. et al.
A bibliographic study with a qualitative-descriptive approach and content analysis on the use of Educaplay to teach Arabic phonetics and vocabulary to beginners. It concludes that activities such as Matching Pairs, Froggy Jumps, and Memory facilitate recognizing and pronouncing sounds and acquiring and retaining vocabulary, as well as increasing motivation and autonomous learning, although it requires internet access and devices.
See studySciencePrimaryIndonesia2025with data
Educaplay as an Interactive Digital Medium for Students' HOTS Thinking on Living Things Material
Nur'aeni, A. P. et al.
A quasi-experimental quantitative study with a single-group pretest-posttest design and 20 2nd-grade primary students that evaluates the effectiveness of Educaplay for improving higher-order thinking skills (HOTS) on living beings. A significant increase in the posttest was recorded (mean +41.1 points; p = 0.001; N-Gain 0.6867, medium-high category), indicating that Educaplay is effective for developing HOTS through interactive and contextual learning.
See studyScienceInclusionSecondaryEcuador2025with data
Educaplay as a Didactic Resource to Strengthen the Learning of Natural Sciences in Upper Basic Students with Specific Educational Needs
Educaplay como recurso didáctico para fortalecer el aprendizaje de Ciencias Naturales en estudiantes de básica superior con necesidades educativas específicas
Sanchez Capa, G. E. et al.
A quasi-experimental quantitative study (pretest-posttest without a control group) with six students with special educational needs in upper basic education in Loja (Ecuador), using gamified Educaplay activities in Natural Sciences. The posttest (M=14) significantly exceeded the pretest (M=9.33) (t=5.30; p<0.05), with high levels of motivation and engagement.
See studyLanguage & literacyPrimaryEcuador2025with data
Educaplay: A Teaching Resource for Improving Language and Literature Learning
Educaplay: recurso didáctico para la mejora del aprendizaje de lengua y literatura
Yánez-Álvarez, D. D. et al.
Quantitative, applied, experimental, and correlational research with eighth-year Basic Education students at the "9 de Julio" Educational Unit, in which a didactic strategy based on Educaplay is developed to improve the learning of Language and Literature, focused on rhetorical figures (hyperbole, simile, metonymy, metaphor, and paradox).
See studyGeneralHigher / Teacher ed.2025with data
Educaplay and Its Impact on University Students' Motivation Compared with Traditional Learning
Educaplay, su Impacto en la Motivación de Estudiantes Universitarios frente al Aprendizaje Tradicional
Almeida Charfuelan, J. A. et al.
A cross-sectional descriptive study with a mixed approach that gathers 75 opinions from higher education students and 5 teachers to evaluate the impact of Educaplay on motivation compared to traditional learning. After a month of working with the tool, the posttest shows a high improvement in motivation with 90% acceptance, and teachers notice significant changes in knowledge assimilation.
See studyScienceSecondaryEcuador2025
Educaplay: A Design for Improving Natural Sciences Learning in 10th Year
Educaplay: Un diseño para la mejora del Aprendizaje de Ciencias Naturales en 10mo Año
Galarza Solis, E. N. et al.
A study with a mixed approach (quantitative surveys plus classroom interviews and observations) that investigates the impact of Educaplay on the academic performance and motivation of tenth-year students in Natural Sciences (Biology and Chemistry). The results reveal that the platform improves performance and increases motivation and engagement, highlighting gamification and continuous feedback.
See studyScienceSecondaryEcuador2023
Educaplay: A Multimedia Platform to Create Educational Activities
Educaplay Una Plataforma Multimedia Para Crear Actividades Educativa Educaplay A Multimedia Platform To Create Educational Activities
Soledispa Baque, C. J. et al.
A didactic proposal that uses the Educaplay web platform to create interactive and gamified activities (interactive maps, crosswords, word searches) for first-year high school students in the computer science specialty, in order to promote active participation, motivation, and content reinforcement over traditional methods based on memorization.
See studySciencePrimaryIndonesia2026with data
The Effectiveness of Educaplay on the Digital Literacy of Grade 3 Primary Students in the Science (IPAS) Subject
Efektivitas Educaplay Terhadap Literasi Digital Siswa Kelas 3 Sekolah Dasar Pada Materi IPAS
Yuyun, A. et al.
A quasi-experimental quantitative study with a nonequivalent control group design on the digital literacy of 3rd-grade primary students on the topic of Indonesian landscapes (IPAS). Educaplay produces a significant increase in digital literacy in the experimental group (Wilcoxon p=0.000) and significant differences compared to the control group (Mann-Whitney U=173.000; p=0.000).
See studyGeneralSecondaryIndonesia2025with data
Effectiveness of the Team Games Tournament Cooperative Learning Model on Student Learning Outcomes with the Help of Educaplay Media
Efektivitas model cooperative learning tipe team game tournament terhadap hasil belajar siswa dengan bantuan media Educaplay
Dewi, E. K. A. et al.
A pre-experimental single-group study with pretest and posttest and 30 9th-grade students at SMPN 3 Malang on the topic of the impact of social media. The TGT cooperative model supported by Educaplay proved effective (t-test = 0.000 < 0.05; mean N-Gain 0.72, high category) for improving learning outcomes.
See studySocial studies & valuesSecondaryIndonesia2026with data
Effect of Educaplay Media on Grade VIII Al-Qur'an Hadith Learning Outcomes at MTsN 4 Ngawi
Fani, F. H. & Meylasari, D. R
An experimental quantitative study with a pretest-posttest design and a control group that examines the effect of Educaplay on learning outcomes in the Quran and Hadith subject in 8th grade. After the intervention, the difference was significant (Sig. 0.020 < 0.05), rejecting the null hypothesis.
See studyScienceSecondary2026with data
Effect of Using Educaplay Media in the Team Games Tournament (TGT) Model on Students' Learning Outcomes
Nauvalia, N. A. & Nasution, A
A quasi-experimental study with a nonequivalent control group and 62 7th-grade students (purposive sampling) on the classification of living beings. The experimental class with TGT supported by Educaplay obtained a higher posttest mean (74.35) than the control (56.77), with significance < 0.001, indicating that Educaplay improves learning outcomes.
See studySocial studies & valuesSecondaryPhilippines2026with data
Effectiveness of Educaplay in Improving Students' Written Assessment Scores in Values Education
Ricafranca, R. A. et al.
A quasi-experimental quantitative study with 42 8th-grade students (experimental and control groups) in Values Education at Bulacan State University Laboratory High School, with Educaplay as a gamified teaching medium. It uses pretest/posttest and questionnaires based on UTAUT2 and the System Usability Scale to measure academic achievement, acceptance, and usability of the platform.
See studyForeign languagesSecondary2025with data
Enhancing EFL vocabulary acquisition: The effectiveness of Educaplay
Cuenca, W. & Pila, M
A mixed-methods study with a sequential explanatory design (pre/posttests, surveys, and focus groups) with seventh-grade English as a foreign language students, in which the experimental group carried out vocabulary activities in Educaplay four times a week for eight weeks, to measure vocabulary acquisition and its influence on motivation and engagement compared to a traditional approach.
See studyLanguage & literacyPrimary2025with data
Didactic strategies for developing communicative skills, mediated with Educaplay, in seventh grade
Estrategias didácticas para el desarrollo de habilidades comunicativas, mediadas con Educaplay, en séptimo grado
Panta-Chang, R. et al.
Descriptive-correlational research with a mixed approach (pre- and post-surveys and interviews) on Educaplay-based teaching strategies to develop digital and communicative skills in seventh-grade Language and Literature students; the chi-square analysis (p = 0.012) showed a significant correlation between the use of Educaplay and the strengthening of digital skills, and more than 50% of students reported improvements in reading comprehension and spelling.
See studyMathematicsPrimary2025with data
Exploration of Elementary School Students' Cognitive, Affective and Psychomotor Abilities Through Educaplay Interactive Media
Sari, D. N. et al.
A comparative pretest-posttest study on the use of Educaplay in learning about plane figures in 5th grade of primary school. Educaplay improved cognitive abilities (from 60% to 86.67%), affective abilities (from 81.84% to 88.08%), and psychomotor abilities (from 80.94% to 85.17%), as well as increasing student engagement and making the process more interactive.
See studyForeign languagesSecondaryIndonesia2025
Exploring the Effectiveness of Educaplay in Evaluating Arabic Vocabulary: Student and Teacher Perspectives
Khotimah, M. H. & Nasution, S
A descriptive qualitative study (Miles and Huberman analysis) with 40 students and 1 teacher from a laboratory Madrasah Aliyah of the State Islamic University of North Sumatra on the use of the Educaplay game to assess Arabic vocabulary. Most students show interest and perceive Educaplay as an effective medium for testing their abilities.
See studyForeign languagesSecondaryIndonesia2025with data
The Effectiveness of Using Educaplay Educational Games to Improve Arabic Grammar Skills of Junior High School Students
Fa'aliyah istikhdami al-al'ab at-ta'limiyyah Educaplay fi tahsin maharat qawaid al-lughoh al-arabiyyah laday thullab madrasah al-mutawassithoh
Nida, Z. & Mutholib, A
A pre-experimental quantitative study (single-group pretest-posttest) with 24 8th-grade students at MTs NU Ma'rifatul Ulum (Indonesia). The use of Educaplay educational games significantly improved the comprehension of Arabic grammar (paired T-Test p<0.05; N-Gain of 61.34, considered effective).
See studyGeneralHigher / Teacher ed.Ecuador2025with data
Strengthening Digital Competencies in Basic General Education Teachers through the Implementation of Educaplay
Fortalecimiento de competencias digitales en docentes de Educación General Básica mediante la implementación de Educaplay
Guamán Armijos, M. J. et al.
A descriptive, non-experimental quantitative study with 13 teachers of General Basic Education at the Municipal Ecological School of Loja, with semi-structured interviews and pretest-posttest tests. After four practical workshops, 84% reached medium-high levels in mastering Educaplay and 85% showed willingness to incorporate it, evidencing a significant increase in digital competencies.
See studyGeneralHigher / Teacher ed.Ecuador2024
Strengthening pedagogical practice in primary education through training in the use of Educaplay
Fortalecimiento de la práctica pedagógica en educación primaria a través de la capacitación en el uso de Educaplay
Gancino Moreno, C. E. et al.
A mixed study of descriptive scope with two surveys of 8 teachers that designs, using the ADDIE model, a teacher training workshop on digital resources based on Educaplay. At the end, the teachers felt more confident using the platform and recognized that it fostered greater student participation.
See studyScienceHigher / Teacher ed.Spain2023
Gamification in the Classroom: Use of Educima and Educaplay in Chemical and Industrial Engineering Subjects
Gamificación en el aula: Uso de educima y Educaplay en asignaturas de ingenierías química e industrial
FUENTES, M. D. R. et al.
A classroom gamification experience that describes the use of the Educima and Educaplay platforms in Chemical and Industrial Engineering courses at the Universidad Politécnica de Madrid (Spain), presenting both tools as interactive digital resources for practicing concepts in a dynamic way.
See studySocial studies & valuesSecondaryIndonesia2024with data
Implementation of a Contextual Teaching and Learning Model Assisted by Educaplay Media in the Civics (PPKn) Subject
Implementación de Modelo Pembelajaran Contextual Teaching and Learning Berbantuan Media Educaplay pada Mata Pelajaran PPKn
Nurmaizura, D. et al.
A quasi-experimental study with a nonequivalent control group among 7th-grade students at SMPN 16 Mataram that evaluates the Contextual Teaching and Learning (CTL) model integrated with Educaplay in Civic Education (PPKn). The results (Asymp. Sig. 2-tailed = 0.019 < 0.05) confirm a significant effect of the Educaplay-supported model on academic performance.
See studyLanguage & literacyEarly childhoodIndonesia2026
Implementation of the Educaplay Game as an Effort to Introduce Digital Literacy to Children Aged 5-6 at Pembina 4 State Kindergarten in Jambi City
Implementasi game Educaplay sebagai upaya pengenalan literasi digital pada anak usia 5-6 tahun di TK negeri pembina 4 kota jambi
Fitria, S. et al.
An outreach activity with interactive observation and structured play that uses Educaplay to introduce digital literacy in 5-6 year-old kindergarten children, through listening to stories and responding, guessing images and initial letters, and composing words. The children followed the instructions enthusiastically; guessing images and visual symbols stood out, while composing letters varied among them.
See studySciencePrimaryIndonesia2025with data
Implementation of Educaplay Learning Media in IPAS (Science) Instruction in Grade IV of SD Negeri Bunder II
Implementasi media pembelajaran Educaplay dalam pembelajaran IPAS di kelas IV SD negeri bunder II
Ridho, A. N
A descriptive qualitative study (observation, interviews, and documentation) on the use of the interactive medium Educaplay in the IPAS (science) subject in 4th grade of primary school. The results show that Educaplay significantly increases student engagement and comprehension, with more interactive classes, although limitations in equipment and teacher preparation in digital technology are detected.
See studySocial studies & valuesPrimaryIndonesia2024with data
Implementation of the Problem Based Learning model through Educaplay interactive game media to improve understanding of the concepts of unity and cohesion
Implementasi Model Pembelajaran Problem Based Learning melalui Media Game Interaktif Educaplay untuk Meningkatkan Pemahaman Konsep Persatuan dan Kesatuan
Kumalasari, F. et al.
Classroom action research in three cycles with 5th-grade primary students that applies the Problem Based Learning model supported by interactive Educaplay games to improve the comprehension of the concepts of unity and cohesion. Performance improved from 41.67% (cycle I) to 91.67% (cycle III).
See studyForeign languagesSecondaryIndonesia2025with data
Implementation of Arabic-language learning with a contextual teaching and learning model using Educaplay media
Implementasi pembelajaran bahasa Arab model contextual teaching and learning dengan media Educaplay
Mahbubillah, I. et al.
A quasi-experimental quantitative study with a nonequivalent control group design among seventh-grade students (SMP Insan Amanah, Malang), with class VII-A as the experimental group and VII-B as the control, that evaluated whether the Contextual Teaching and Learning model combined with Educaplay improves performance in Arabic; the results showed a significant effect (Asymp. Sig. 2-tailed = 0.001).
See studyGeneralHigher / Teacher ed.Indonesia2024with data
Implementation of an Educaplay-Based Gamification System as a Strategy to Improve the Learning Quality of PGSD (Primary Teacher Education) Students
Implementasi Sistem Gamifikasi Berbasis Educaplay sebagai Strategi Peningkatan Kualitas Belajar Mahasiswa PGSD
Febrianti, F. A. et al.
A quantitative descriptive study with a survey approach and 40 participants (primary education teaching students) that describes a gamification system based on Educaplay. The results show a positive impact on the quality of learning, with increases in enthusiasm (90%), concentration (95%), cooperation (85%), and participation (90%).
See studySocial studies & valuesSecondaryIndonesia2025
Implementation of Interactive Media Using Padlet Integrated with the Educaplay Platform in the Social Studies (IPS) Subject
Annisa Laila Dharmawan & I Nyoman Ruja
A descriptive qualitative study at SMP 14 Malang (class 7.4) on the use of Padlet integrated with Educaplay as a final assessment in Social Sciences (IPS). The integration increases interactivity and student motivation, with Educaplay's Froggy Jumps game, and contributes to developing 21st-century competencies such as decision-making, critical thinking, and collaboration.
See studyForeign languagesSecondaryIndonesia2026with data
Implementation of Video Quiz (Educaplay) Through Discovery Learning to Improve Learning Outcomes in Narrative Text
Kirana, K. et al.
Classroom action research, in two cycles, with 8th-grade students (class VIII C) that applies Educaplay's video quiz within the discovery learning model to improve outcomes in narrative text in English. The student mean rose from 74.55 (pre-cycle, 60.61% achievement) to 85.76 (cycle II, 84.85% achievement), with a lower standard deviation, confirming the effectiveness of the integration.
See studyForeign languagesSecondaryIndonesia2026
Implementation of Vocabulary Teaching Using the Educaplay Word Search Puzzle
Ilmia, S. F. et al.
A descriptive qualitative study with an Arabic teacher and seventh-grade students (MTsN 2 in Semarang) that describes the application of Arabic vocabulary learning through Educaplay's word search digital medium; through observation, interviews, and documentation it was found that the tool generates an interactive, collaborative, and participatory environment and increases motivation and group cooperation.
See studyInclusionPrimaryIndonesia2024with data
Implementing the TaRL Approach Assisted by Educaplay Media for Improving Mentally Disabled Students' Learning Activities
Wahyu Rizkita, I. & Kurrotun Ainin, I
Classroom action research (two cycles) with a descriptive quantitative approach and 4 students with intellectual disabilities in 5th grade at SLB PKK Gedeg Mojokerto, applying the TaRL approach supported by Educaplay. Learning activities increased significantly from cycle I (75%, mean 72.25) to cycle II (100%, mean 91).
See studyLanguage & literacySecondaryIndonesia2026with data
Implications of the Project-Based Learning Model with Educaplay Media on Exposition Text Writing Skills in Phase E
Implikasi Model Project Based Learning Bermedia Educaplay terhadap Keterampilan Menulis Teks Eksposisi di Fase E
Naibaho, N. et al.
An experimental quantitative study with a single-group pretest-posttest design and 30 phase E (grade X) secondary students that evaluates the Project-Based Learning model with Educaplay in writing expository texts. The mean went from the "fair" category before the intervention to "good" after, accepting the alternative hypothesis (t-calculated > t-table, p=0.05).
See studyMathematicsSecondary2025with data
Impact of Educaplay on geometry learning: a quasi-experimental study with secondary-school students
Incidencia de Educaplay en el aprendizaje de la geometría: un estudio cuasi-experimental en estudiantes de secundaria
Olvera-Cusme, E. A. et al.
A quasi-experimental study with eighth-grade secondary students that compares an experimental group with gamified Educaplay activities against a control group with conventional teaching on calculating the perimeter and area of regular polygons. The experimental group improved significantly, with a 33.08% increase in the accuracy of geometric concepts and 2.04 more points on average, as well as greater motivation and participation.
See studySocial studies & valuesSecondaryIndonesia2025with data
Interactive Learning Media Based on Educaplay and Local Wisdom to Increase Interest in Learning Christian Religious Education
Viola, D. D. V. et al.
A quasi-experimental quantitative study at SMAN 3 Palangka Raya with an experimental class (Educaplay integrated with local wisdom) and a control class (conventional methods), measured with an interest questionnaire. Interest in learning Christian Religious Education increased from 49.35 to 63.30 in the experimental group compared to the slight change in the control group (51.75 to 53.80).
See studyLanguage & literacyPrimaryEcuador2025with data
The Educaplay Tool for Didactic Reinforcement of Literacy in Elementary-Level Students
La herramienta Educaplay para el refuerzo didáctico de la lectoescritura en los estudiantes de nivel elemental
Santos Rodríguez, C. V. et al.
A mixed-approach study (quantitative and qualitative) at a rural school in Santa Elena (Ecuador) with 76 students in 2nd, 3rd, and 4th grade and three teachers, using Likert surveys and observation to evaluate reading comprehension and written production. The results showed a significant interest in improving literacy and highlighted Educaplay's potential as an educational technology.
See studyLanguage & literacyPrimaryIndonesia2025with data
TGT Model and Educaplay: A Solution for Improving Indonesian Language Learning Outcomes in Grade V
Model TGT dan Educaplay: Solusi Peningkatan Hasil Belajar Bahasa Indonesia Kelas V
Putri Rahmadiana, U. et al.
Classroom action research (two cycles) with 24 fifth-grade primary students at SDN 2 Joho, combining the Teams Games Tournament (TGT) model with the Educaplay application in Indonesian language (imperative sentences). The average grade rose from 60.83 (33.33% passing) in cycle I to 77.08 (70.83% passing) in cycle II.
See studyGeneralHigher / Teacher ed.Indonesia2025with data
Training in integrating Quizizz and Educaplay to develop gamification-based interactive learning media
Pelatihan integrasi Quizizz dan Educaplay untuk pengembangan media pembelajaran interaktif berbasis gamifikasi
Rezkillah, I. I. et al.
A teacher training project in which 14 teachers at SDN 3 Jerowaru received training to integrate the Quizizz and Educaplay platforms into the development of gamification-based interactive learning media; after the training, the average posttest score increased from 62.1 to 90.7, with a significant improvement in the teachers' competence, confidence, and motivation.
See studyGeneralHigher / Teacher ed.Indonesia2025with data
Training in creating digital interactive media with Educaplay to strengthen resilience values in early childhood and enhance teachers' skills
Pelatihan Pembuatan Media Interaktif Berbasis Digital Educaplay untuk Penguatan Nilai Resiliensi Anak Usia Dini dan Peningkatan Keterampilan Guru
Siregar, M. et al.
An outreach project using Participatory Action Research (training and mentoring, evaluated with a pretest and posttest) aimed at early childhood education teachers (HIMPAUDI of Bukit Kerman, Kerinci) to develop interactive media with Educaplay that strengthen children's resilience. Teacher knowledge rose from an average of 11 to 24, and recognition of Educaplay went from 10% to 90%.
See studyForeign languagesPrimaryIndonesia2025
Use of Digital Technology: The Educaplay Platform in a Teaching-Assistance Program at SD Islam Hasanka Palangka Raya
Pemanfaatan Teknologi Digital: Platform Educaplay pada Kegiatan Asistensi Mengajar di SD Islam Hasanka Palangka Raya
Sapitri, T. et al.
An outreach project using Participatory Action Research (PAR) methodology with 23 first-grade primary students that uses Educaplay (interactive quizzes and riddles) to improve the teaching of Arabic. The results show an increase in student participation, motivation, and comprehension, and the assisting students gained pedagogical experience and digital competence.
See studyScienceSecondaryIndonesia2026with data
Problem-Based Learning Assisted by Educaplay Media to Improve Students' Critical Thinking Skills
Pembelajaran Problem-Based Learning Berbantuan Media Educaplay untuk Meningkatkan Keterampilan Berpikir Kritis Siswa
Fitrotun, U. et al.
A quantitative quasi-experimental study with a pretest-posttest control group design, in two eleventh-grade classes (MAN 2 Wonosobo) selected through purposive sampling, which determined the effect of the Problem Based Learning model assisted by Educaplay on critical thinking in the topic of thermal expansion; the experimental group obtained a higher average N-Gain than the control group, showing a positive effect.
See studyForeign languagesHigher / Teacher ed.Indonesia2024
Mentoring the SMAJEDUCAP English learning program: A Smart-Joyful Educaplay Platform based on Lesson Study in Trangkil District, Pati Regency
Pendampingan Program Belajar Bahasa Inggris SMAJEDUCAP : Smart-Joyful Educaplay Platform Berbasis Lesson Study Di Kecamatan Trangkil Kabupaten Pati
W, S. S. et al.
A community outreach project describing the mentoring of primary school teachers (an English teachers' working group) through interactive active-learning workshops on the SMAJEDUCAP platform based on Educaplay and Lesson Study, over four sessions. The participants succeeded in learning about and applying the program in their classrooms.
See studyMathematicsSocial studies & valuesPrimaryIndonesia2025with data
Applying Educaplay with a small-group competition strategy to improve social skills in Grade III primary mathematics learning
Penerapan Educaplay dengan strategi kompetisi kelompok kecil untuk meningkatkan keterampilan sosial dalam pembelajaran matematika kelas III SD
Nurjanah, E. I. et al.
Classroom action research (Kemmis and McTaggart model) with third-grade primary students combining Educaplay with a small-group competition strategy to improve social skills according to the CASEL framework. The average social skills score rose from 56.9% to 83.6% in the second cycle.
See studySciencePrimaryIndonesia2025with data
Applying the Educaplay educational game to the IPAS topic of forms of energy to improve learning outcomes of third-grade primary students
Penerapan game edukasi Educaplay pada materi IPAS bentuk-bentuk energi untuk meningkatkan hasil belajar siswa kelas 3 sekolah dasar
Yustiana, N. N. et al.
Classroom action research with a pre-cycle and two cycles and 28 third-grade primary students, applying the Problem Based Learning model with Educaplay games on the forms of energy in IPAS. The results improved from 59.6% (pre-cycle) to 77.8% (cycle I) and 86.1% (cycle II).
See studyForeign languagesSecondaryIndonesia2025with data
Applying the Educaplay educational game to improve Arabic language learning outcomes of Grade XI science students at MAS Al-Manar Medan
Penerapan Game Edukasi Educaplay Untuk Meningkatkan Hasil Belajar Bahasa Arab Siswa XI IPA Di MAS Al-Manar Medan
Fadilla, M. & Fanreza, R
A quantitative pre-experimental study with a one-group pretest-posttest design and 25 twelfth-grade science students confirming that the Educaplay educational game significantly improves Arabic language outcomes (average from 40.36 to 71.16), along with motivation and participation.
See studyScienceSecondaryIndonesia2025with data
Application of Educaplay-Based Interactive Learning Media to Improve Learning Outcomes of Grade IX Students at SMP Negeri 02 Sumber on Chemical Reactions and Their Dynamics
Penerapan Media Pembelajaran Interaktif Berbasis Educaplay untuk Meningkatkan Hasil Belajar Peserta Didik Kelas IX SMP Negeri 02 Sumber pada Materi Reaksi-Reaksi Kimia dan Dinamikanya
Putri Marfhadella et al.
Classroom action research (two cycles) with 31 ninth-grade secondary students applying Educaplay-based interactive learning media on the topic of chemical reactions. Learning outcomes improved consistently, going from 12.9% in the pretest to 41.93% in the first cycle and 81% in the second cycle.
See studySciencePrimaryIndonesia2026with data
Application of Project-Based Learning Assisted by Educaplay to Improve Science (IPAS) Learning Outcomes of Third-Grade Students at MI Syekh Mubarok
Penerapan PJBL Berbantuan Educaplay untuk Meningkatkan Hasil Belajar IPAS Siswa Kelas III MI Syekh Mubarok
Sari, I. Y. et al.
A study with 68 third-grade students at MI/SD Syekh Mubarok, divided into an experimental group (Educaplay-based PjBL) and a control group (conventional teaching). The experimental group achieved a high gain index (0.75) versus the control group's low index (0.08), and the Mann-Whitney test (sig. < 0.05) confirmed that PjBL with Educaplay is more effective for improving comprehension in Science (IPAS).
See studyLanguage & literacyPrimaryIndonesia2025
Application of TGT Using Educaplay in an Effort to Improve Indonesian Language Learning Outcomes in Sixth-Grade Primary Students
Penerapan TGT Menggunakan Educaplay dalam Upaya Meningkatakan Hasil Belajar Bahasa Indonesia Pada Siswa Kelas VI SD
Aprillia, D. et al.
Classroom action research organized in cycles (planning, application of the Teams Games Tournament model with Educaplay, observation, and reflection) at SDN Dukuh Kupang 1, with 27 primary students. It examines motivation and oral expression skills in the Indonesian Language subject through the cooperative TGT model supported by Educaplay.
See studyScienceSecondaryIndonesia2025with data
The Effect of Game Based Learning (GBL) Assisted by the Educaplay Website on Digital Literacy and Learning Outcomes of Grade VII Students at SMP Negeri 2 Samarinda on Ecology and Indonesian Biodiversity
Pengaruh Game Based Learning (GBL) Berbantuan Website Educaplay terhadap Literasi Digital dan Hasil Belajar Siswa Kelas VII SMP Negeri 2 Samarinda pada Materi Ekologi dan Keanekaragaman Hayati Indonesia
Wati, P. S. et al.
A quantitative quasi-experimental study with a pretest-posttest control group design and 64 seventh-grade secondary students, evaluating Game-Based Learning with the Educaplay website on ecology and biodiversity. The experimental group obtained better cognitive results (posttest 79.5 versus 68.8; N-gain 0.52) and significantly improved digital literacy (from 107.5 to 145.69), with differences confirmed by the t-test (p<0.05).
See studySocial studies & valuesSecondaryIndonesia2025with data
The Effect of the Educaplay Game on Learning Outcomes of Grade XI Students at SMA N 2 Ungaran, Semarang Regency
Pengaruh Game Educaplay terhadap Hasil Belajar Siswa Kelas XI SMA N 2 Ungaran Kab. Semarang
Irma Setianingsih et al.
A quantitative survey-type study with 81 respondents (a Slovin sample from 429 eleventh-grade students) on Islamic religious education. It finds a significant influence of the Educaplay game on learning outcomes (sig. 0.00<0.05), explaining 55% of the variation.
See studyMathematicsSecondaryIndonesia2025with data
The Effect of the Educaplay Educational Game on Students' Learning Outcomes and Interest in Mathematics at SMP Negeri 2 Sitolu Ori
Pengaruh Game Edukasi Educaplay terhadap Hasil dan Minat Belajar Siswa pada Pelajaran Matematika di SMP Negeri 2 Sitolu Ori
Zega, J. et al.
A quantitative quasi-experimental study with a nonequivalent control group design and 50 eighth-grade students (24 experimental, 26 control) on numerical patterns in mathematics. The t-values for outcomes (4.304) and interest (2.289) exceed the table t-value (1.677), showing a significant effect of the Educaplay game.
See studyLanguage & literacySecondaryIndonesia2024with data
The Effect of Implementing Gadget-Based Educaplay Educational Game Media on Essay-Writing Learning Outcomes
Pengaruh Implementasi Media Permainan Edukasi Educaplay Berbasis Gadget terhadap Hasil Belajar Menulis Esai
Batitusta, F. O. & Hardinata, V
Quantitative experimental research with twelfth-grade students (social sciences) at SMA Negeri 1 Batu on essay writing. Mobile device-based Educaplay positively influences outcomes: the experimental class obtains an average of 89.14 versus 84.85 for the control class, with differences confirmed by a t-test.
See studyLanguage & literacyPrimaryIndonesia2026
The Effect of Quiz-Based Educaplay Media in the Indonesian Language Subject to Increase Learning Interest of Grade III Students at SD Negeri 69 Banda Aceh
Pengaruh media Educaplay berbasis quiz pada mata pelajaran bahasa Indonesia untuk meningkatkan minat belajar siswa kelas III SD negeri 69 banda aceh
Nadia Sofana et al.
A study on the use of quiz-based Educaplay in the Indonesian Language subject to increase learning interest among third-grade primary students at SD Negeri 69 Banda Aceh (Indonesia). No abstract with results is available; the focus is on student motivation and interest.
See studyLanguage & literacyInclusionPrimaryIndonesia2025with data
The Effect of Educaplay Media on the Sentence-Structure Construction Ability of Fourth-Grade Children with Intellectual Disabilities at SLBN 2 Yogyakarta
Pengaruh Media Educaplay terhadap Kemampuan Menyusun Struktur Kalimat Anak Tunagrahita Kelas IV di SLBN 2 Yogyakarta
Nurcahya, S. E. & Harjana, R
A quantitative study with a one-group pretest-posttest design and five fourth-grade students with mild intellectual disabilities from a special education center, on the ability to construct sentence structures. The Wilcoxon test showed a significant improvement after using Educaplay as an interactive medium.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of Educaplay Media on Students' Learning Motivation and Problem-Solving Skills in Islamic Religious Education and Character Studies
Pengaruh media Educaplay terhadap motivasi belajar dan keterampilan pemecahan masalah siswa pada materi pendidikan agama Islam dan budi pekerti
Nailufar, Y. et al.
A quantitative quasi-experimental study with a nonequivalent control group design and 60 tenth-grade students at SMK Negeri 3 Sampang, with a motivation questionnaire and a problem-solving test analyzed by paired-samples t-test and MANOVA. Educaplay significantly influenced, both separately and jointly, motivation and problem-solving skills in Islamic Religious Education.
See studyMathematicsPrimaryIndonesia2025with data
The Effect of Educaplay Interactive Media on Mathematics Learning Outcomes Among Fifth-Grade Students at SDN Lawangan Daya II
Pengaruh Media Interaktif Educaplay terhadap Hasil Belajar Matematika Siswa Kelas V SDN Lawangan Daya II
Widiyati, A. M. et al.
A quantitative pre-experimental study with a one-group pretest-posttest design and 32 fifth-grade primary students in mathematics. The Wilcoxon test gave Asymp.Sig 0.000<0.05, confirming a significant improvement between pretest and posttest and the effectiveness of Educaplay.
See studyMathematicsPrimaryIndonesia2026with data
The effect of Educaplay interactive media on improving students' interest in learning mathematics in Grade IV at MI Ma'arif NU 5 Sekampung
Pengaruh Media Interaktif Educaplay untuk Meningkatkan Minat Belajar Siswa pada Pelajaran Matematika Siswa Kelas IV MI Ma'arif NU 5 Sekampung
Azizah, R. N. et al.
A quantitative quasi-experimental study with a nonequivalent control group design and 21 fourth-grade primary students confirming that Educaplay significantly influences interest in learning mathematics (Sig. 0.001 < 0.05), improving attention, participation, and enthusiasm.
See studySocial studies & valuesPrimaryIndonesia2025with data
The Effect of Educaplay Learning Media on the Pancasila Education Learning Outcomes of Primary School Students
Pengaruh Media Pembelajaran Educaplay Terhadap Hasil Belajar Pendidikan Pancasila Siswa Sekolah Dasar
Rumaiya, I. & Sya'ban, M. B. A
A quantitative study with a pretest/posttest design that examined the effect of the Educaplay learning medium on Pancasila Education learning outcomes in primary students (SDN Baru 06), where low results were attributed to conventional teaching models; the statistical analysis showed that Educaplay had an effect in the experimental class and contributed to improving learning and critical thinking.
See studySciencePrimaryIndonesia2025with data
The effect of the "Educaplay" learning medium on students' learning outcomes in the concept of energy sources and their transformations in Grade III at SDN Brumbungan Lor
Pengaruh Media Pembelajaran "Educaplay" terhadap Hasil Belajar Siswa dalam Konsep Sumber Energi dan Perubahannya di Kelas III SDN Brumbungan Lor
Iwing Ade Miranda et al.
A quantitative pre-experimental study with a one-group pretest-posttest design and 17 third-grade primary students confirming that Educaplay significantly improves learning outcomes on energy sources and their transformations (Sig. 0.000 < 0.05).
See studyMathematicsPrimaryIndonesia2026with data
The Effect of Educaplay Learning Media on Grade VI Students' Activeness and Mathematics Learning Motivation
Pengaruh media pembelajaran Educaplay terhadap keaktifan dan motivasi belajar matematika siswa kelas VI
Balbina, A. D. & Arifin, Z
A quantitative study with a one-group experimental design (pretest-posttest) and 29 sixth-grade primary students at UPTD SDN Pejagan 1 Bangkalan, with questionnaires as the instrument. Educaplay significantly influences activity (average 27.24 to 31.28; p=0.000) and motivation (average 26.48 to 33.79; p=0.000) for mathematics.
See studyGeneralSecondaryIndonesia2026with data
The Effect of the Educaplay Interactive Learning Medium on the Learning Motivation of 11th-Grade Students in the PKK Subject
Pengaruh media pembelajaran interaktif Educaplay terhadap motivasi belajar siswa kelas XI pada mata pelajaran PKK
Duhe, Y. et al.
A quantitative survey study with 60 eleventh-grade students at SMKN 1 Bulango Utara, selected through simple random sampling and analyzed using simple linear regression. Educaplay explained 46.2% of learning motivation (R² = 0.462; t = 7.052; p = 0.000), confirming a significant influence of the interactive medium on motivation.
See studySocial studies & valuesPrimaryIndonesia2026with data
The Effect of the TGT Cooperative Learning Model Assisted by Educaplay Media on Civics Learning Outcomes for the 'Pancasila Within Me' Topic Among Fourth-Grade Elementary Students
Pengaruh Model Cooperative Learning Tipe TGT Berbantuan Media Educaplay Terhadap Hasil Belajar PPKn Materi Pancasila dalam Diriku Siswa Kelas IV Sekolah Dasar
Aulia Susanti, R. et al.
A quantitative quasi-experimental study with a nonequivalent control group design and two fourth-grade primary classes (15 experimental, 17 control) on civic education (Pancasila). The cooperative TGT-type model supported by Educaplay produced a significant difference in learning outcomes (sig. 0.000<0.05).
See studyMathematicsSecondaryIndonesia2026with data
The Effect of the Game-Based Learning Model Assisted by Educaplay on Students' Mathematics Learning Outcomes
Pengaruh Model Pembelajaran Game Based Learning Berbantu Educaplay terhadap Hasil Belajar Matematika Siswa
Khaerunnisa, F. et al.
A quasi-experimental study with a nonequivalent control group pretest-posttest design and 82 eighth-grade students (41 per group) on probability in mathematics. Game-based learning with Educaplay achieved a posttest average of 75.12 versus 60.66 for the control group (t(80)=4.79; p<0.001; Cohen's d=1.06, large effect).
See studySciencePrimaryIndonesia2025with data
The Effect of the TGT-Type Cooperative Learning Model Assisted by Educaplay Media on IPAS Learning Outcomes in Grade V of SDN 060970 Bagan Deli
Pengaruh Model Pembelajaran Kooperatif Tipe TGT Berbantuan Media Educaplay Terhadap Hasil Belajar IPAS Kelas V SDN 060970 Bagan Deli
Patresia Situmorang et al.
A quantitative quasi-experimental study (pretest-posttest with a nonequivalent control group) with 56 fifth-grade primary students in Bagan Deli (Indonesia). The experimental class obtained an average of 80.36 versus 70.53 for the control group, with a significant difference (Sig. 0.000) and a large effect size (Cohen's d = 1.206) for the TGT model with Educaplay in Science (IPAS).
See studyScienceSecondaryIndonesia2025with data
The Effect of the Problem-Based Learning Model Assisted by Educaplay on Students' Learning Outcomes in Physics
Pengaruh Model Problem Based Learning Berbantuan Educaplay terhadap Hasil Belajar Peserta Didik pada Mata Pelajaran Fisika
Maheswari, N. P. A. D. et al.
A quasi-experimental study with a nonequivalent control group pretest-posttest design in eleventh-grade science students (two classes, experimental and control). The Problem Based Learning model supported by Educaplay yielded a calculated t of 2.341 > table t of 2.006, confirming a significant effect on physics learning outcomes.
See studyScienceSecondaryIndonesia2026with data
The Effect of the Problem-Based Learning Model Assisted by Educaplay Media on Improving Students' Creative Thinking Ability and Learning Outcomes
Pengaruh Model Problem Based Learning (PBL) Berbantuan Media Educaplay dalam Meningkatkan Kemampuan Berpikir Kreatif dan Hasil Belajar Siswa
Ainy Pebriani, A. P. et al.
A quantitative correlational study with 65 seventh-grade students (total sampling) that examines the relationship between learning interest and outcomes in Integrated Science. It finds a positive and significant relationship between interest and science learning outcomes.
See studySciencePrimaryIndonesia2026with data
The effect of the Self-Regulated Learning model assisted by Educaplay media on primary-school students' scientific thinking skills and self-discipline
Pengaruh Model Self-Regulated Learning Berbantuan Media Educaplay Terhadap Scientific Thinking Skill dan Disiplin Diri Siswa Sekolah Dasar
Musonah, M. & Yanuarto, W. N
A quantitative quasi-experimental study with a nonequivalent control group (experimental n=17, control n=15) in fourth-grade primary that confirms that Self-Regulated Learning supported by Educaplay significantly improves scientific thinking (88.88 vs. 71.67) and self-discipline (89.59 vs. 74.47), both with p=0.000.
See studySciencePrimaryIndonesia2025with data
The Effect of the Team Games Tournament Model Assisted by the Educaplay App on Students' Satisfaction with Science (IPAS) Learning
Pengaruh model team games tournament berbantuan aplikasi Educaplay terhadap kepuasan belajar IPAS peserta didik
Ni Kadek Ari Anggreni Mediani et al.
A quantitative quasi-experimental study with a nonequivalent control group design and 60 fourth-grade primary students at SD Negeri 17 Dauh Puri Denpasar. The Team Games Tournament model assisted by Educaplay has a significant effect (p=0.000) on satisfaction with IPAS learning, improving student participation and activity.
See studyMathematicsPrimaryIndonesia2026with data
The Effect of the Team Games Tournament (TGT) Model Assisted by Educaplay Media on Mathematics Learning Outcomes of Grade III Students at SDN 204 Palembang
Pengaruh model team games tournament (TGT) berbantuan media Educaplay terhadap hasil belajar matematika siswa kelas III SDN 204 palembang
Damayanti, D. et al.
A quantitative study with a true experimental design (pretest-posttest with a control group) and 50 third-grade primary students in Palembang (Indonesia). The experimental group rose from 51.2 to 74.4 versus the control group (52.4 to 56.4), with a significant difference (Sig. 0.000), confirming the effect of the TGT model with Educaplay in mathematics.
See studySciencePrimaryIndonesia2026with data
The Effect of an Educaplay-Based Gamification Approach on the Science (IPAS) Learning Outcomes of Fifth-Grade Primary Students
Pengaruh pendekatan gamification berbasis Educaplay terhadap hasil belajar IPAS peserta didik kelas V sekolah dasar
Melvinosa, C. et al.
A quasi-experimental study with a nonequivalent control group and 47 fifth-grade primary students at SD Negeri 2 Reno Basuki that compares gamification based on Educaplay against that based on Quizizz in Science (IPAS). The Educaplay approach showed a significant effect on learning outcomes (p = 0.000 < 0.05).
See studyLanguage & literacyPrimaryIndonesia2026with data
The effect of using Educaplay on the Indonesian language learning evaluation outcomes of fourth-grade students at SD YPK II Imanuel Serui
Pengaruh Penggunaan Educaplay Terhadap Hasil Evaluasi Pembelajaran Bahasa Indonesia Siswa Kelas IV SD YPK II Imanuel Serui
Selviana Vindi Rani Mamori et al.
A quantitative pre-experimental study with a one-group pretest-posttest design and 30 fourth-grade primary students confirming that Educaplay as an interactive assessment medium significantly improves Indonesian language outcomes (average from 62.33 to 80.00; Sig. 0.000 < 0.05).
See studySciencePrimaryIndonesia2026with data
The Effect of Using Educaplay Media on Students' Learning Outcomes in IPAS (Chapter 1 Topic A) in Grade 3 of SDN 4 Parakannyasag
Pengaruh Penggunaan Media Educaplay terhadap Hasil Belajar Peserta Didik dalam Pembelajaran IPAS (Bab 1 Topik A) di Kelas 3 SDN 4 Parakannyasag
Rahmawati, F. et al.
A quantitative pre-experimental study with a one-group pretest-posttest design and 28 third-grade primary students that analyzes the effect of using Educaplay on science learning outcomes (animals in the surrounding environment). The hypothesis test (t-test) yielded a significance of 0.00<0.05, confirming a significant effect on learning outcomes.
See studyLanguage & literacyPrimaryIndonesia2026with data
The Effect of Interactive Canva Media Assisted by Educaplay on Indonesian Language Learning Outcomes for Synonyms and Antonyms Among Fifth-Grade Students at SD Negeri 1 Beureunuen
Pengaruh penggunaan media interaktif Canva berbantuan Educaplay terhadap hasil belajar bahasa Indonesia materi sinonim dan antonim siswa kelas V SD negeri 1 beureunuen
Wilzani, S. et al.
A quantitative quasi-experimental study with a nonequivalent control group and 45 fifth-grade primary students (23 experimental, 21 control) on synonyms and antonyms in the Indonesian language. The experimental group using Canva supported by Educaplay rose from 59.3 to 85.4 (N-Gain 0.645, moderate) versus the control group (48 to 63.8; N-Gain 0.287, low).
See studySocial studies & valuesPrimaryIndonesia2026with data
Development of a learning evaluation using Educaplay on the topic of cooperative living patterns (gotong royong)
Pengembangan evaluasi pembelajaran menggunakan Educaplay pada topik pola hidup gotong royong
Chintia Yuniar Rahayu et al.
Research and development (R&D) using the ADDIE model that developed a learning assessment tool with Educaplay on the topic of cooperative coexistence (gotong royong), applied with 32 fourth-grade students (SD Pertiwi, Bogor); expert validation reached 80% to 98%, and responses from students (88%) and teachers (90%) indicated that the tool is highly suitable for use in primary education.
See studySocial studies & valuesPrimaryIndonesia2026with data
Development of the Educaplay educational game based on local wisdom for the topic of my roles and duties in the school and community environment
Pengembangan game edukasi "Educaplay" berbasis kearifan lokal pada materi peran dan tugasku di lingkungan sekolah dan masyarakat
Amalia, H. F. et al.
Research and development (R&D with the ADDIE model) with 23 fourth-grade primary students that develops an educational game in Educaplay based on local wisdom about roles and tasks in school and the community. The product reached a feasibility level of 96%, a highly suitable category.
See studyForeign languagesPrimaryIndonesia2025with data
Development of Educaplay media to improve pupils' vocabulary (mufrodat) in primary school
Pengembangan media Educaplay untuk meningkatkan mufrodat siswa di sekolah dasar
Nunik Zuhriyah et al.
Research and development (R&D) using the ADDIE model that developed a game-based interactive learning medium on the Educaplay platform to improve the Arabic language skills of 20 fifth-grade primary students (MI Bustanul Mu'min, Kediri); the results showed a significant improvement in learning, with design validity of 89% and content validity of 84%.
See studySocial studies & valuesSecondaryIndonesia2024with data
Development of Educational Game Learning Media Based on Wordwall and Educaplay to Increase Learning Interest of Ninth-Grade Students at MTs Hidayatul Muhajirin
Pengembangan Media Pembelajaran Game Edukasi Berbasis Wordwall dan Educaplay dalam Meningkatkan Minat Belajar Siswa Kelas IX di MTs Hidayatul Muhajirin
Nili Ariani et al.
A research and development (R&D) study with the ADDIE model and 26 ninth-grade students on fiqh muamalah (Islamic religious education). Educational games based on Wordwall and Educaplay raised the average learning interest from 60 to 92 after their implementation.
See studySocial studies & valuesSecondaryIndonesia2026with data
Development of the Educaplay Game as an Enrichment Medium for the 'Income Tax Article 21' Subject in Grade XI Accounting at State Vocational High Schools in Surabaya
Pengembangan Permainan Educaplay sebagai Media Pengayaan pada Mata Pelajaran PPh Pasal 21 Perpajakan Kelas XI Akuntansi SMK Negeri di Surabaya
Nadila, A. P. & Susanti
A research and development (R&D) study with the ADDIE model that develops a game with Educaplay as enrichment material on Income Tax (Article 21, calculation of the average effective rate), with 20 eleventh-grade vocational accounting students and expert validation. It responds to the fact that 93% of the students asked for more engaging enrichment resources.
See studySocial studies & valuesPrimaryIndonesia2025with data
The Use of Educaplay Games to Improve Student Learning Outcomes on the Topic of Indonesian Community Traditions
Penggunaan Game Educaplay Untuk Meningkatkan Hasil Belajar Siswa Materi Tradisi Masyarakat Indonesia
Wardani, S. et al.
Classroom action research (two cycles) with third-grade primary students at SDN 2 Joho on the traditions of Indonesian society. After using the Educaplay games, the percentage of students reaching the minimum level (KKM) rose from 40.54% to 86.48%, and the class average grade went from 43.78 to 84.59.
See studyMathematicsPrimaryIndonesia2026with data
The Use of Educaplay Media Based on Local Wisdom to Improve Students' Mathematics Learning Motivation
Penggunaan Media Educaplay Berbasis Kearifan Lokal untuk Meningkatkan Motivasi Belajar Matematika Siswa
Nurmiati, N. et al.
Classroom action research (two cycles, Kemmis and McTaggart model) with second-grade primary students at SDN 2 Cipeundeuy, using Educaplay with interactive activities anchored in local wisdom (contexts of beach life). Motivation for mathematics rose from 55% (low) in the pre-cycle to 67.66% (high) in cycle I and continued increasing in cycle II.
See studyLanguage & literacyPrimaryIndonesia2025with data
The Use of Educaplay Media to Improve Students' Learning Outcomes in the Indonesian Language Subject in Grade III at SDN Pakis V-372 Surabaya
Penggunaan Media Educaplay untuk Meningkatkan Hasil Belajar Siswa Mata Pelajaran Bahasa Indonesia Kelas III di SDN Pakis V-372 Surabaya
Masrurroh, H. N. J. et al.
Action research with a quantitative descriptive approach and 27 third-grade primary students in Surabaya (Indonesia), using Educaplay to make the Indonesian Language subject more enjoyable (intrinsic elements of the text). The proportion of students who passed rose from 55.56% in the pre-cycle to 70.37% in cycle I and 85.19% in cycle II.
See studySocial studies & valuesPrimaryIndonesia2025with data
The Use of Technology-Based Educaplay Interactive Media to Improve Social Studies Learning Outcomes of Grade V Students at SDN 158 Barru, Barru Regency
Penggunaan Media Interaktif Educaplay Berbasis Teknologi Untuk Meningkatkan Hasil Belajar IPS Siswa Kelas V SDN 158 Barru Kabupaten Barru
Muliadi et al.
Action research with the 15 fifth-grade primary students of a school in Barru (Indonesia) using the Educaplay interactive medium in Social Sciences. Results improved from 60% (average 68, Sufficient category) in cycle I to 80% (average 77, Good category) in cycle II.
See studySciencePrimaryIndonesia2024with data
Improving Students' IPAS Learning Outcomes Using TGT-Type Cooperative Learning Assisted by Educaplay in Grade VI of SDN Jajar Tunggal III Surabaya
Peningkatan Hasil Belajar IPAS Siswa Menggunakan Pembelajaran Kooperatif Tipe TGT Berbantuan Educaplay Kelas VI SDN Jajar Tunggal III Surabaya
Firdha Rosavina Putri et al.
Classroom action research in a primary school in Surabaya (Indonesia) that applies TGT-type cooperative learning with support from Educaplay in Science (IPAS). Content mastery went from 29% in the pre-cycle to 61% in cycle I and 86% in cycle II, showing a significant improvement in results.
See studySocial studies & valuesPrimaryIndonesia2024with data
Improving Sixth-Grade Elementary Students' Learning Outcomes and Interest in the 'Six Continents' Topic Through the Educaplay Interactive Learning Platform
Peningkatan Hasil dan Minat Belajar Peserta didik pada Materi Enam Benua di Kelas VI SD dengan Penerapan Platform Pembelajaran Interaktif Educaplay
Selfiyanti, S. et al.
Action research over two cycles with 28 sixth-grade primary students on the topic of the six continents (IPAS/geography). The application of the interactive Educaplay platform raised the average grade from 62 to 82, with 89% mastery and 90% active participation.
See studySocial studies & valuesSecondaryIndonesia2026with data
Improving Awareness of Pancasila Democracy Through the Cooperative Think-Pair-Share Model Assisted by Educaplay in Grade VII Students
Peningkatan Kesadaran Demokrasi Pancasila Melalui Model Kooperatif TPS Berbantuan Educaplay pada Siswa Kelas VII
Hasan Muyasir, D. et al.
A quasi-experimental study with a nonequivalent control group design (observation, test, questionnaire, and documentation) in seventh-grade students that applies the cooperative Think-Pair-Share model with support from Educaplay to increase awareness of Pancasila democracy in the citizenship subject. The experimental group improved from 55.83 (pretest) to 84.87 (posttest), a significantly greater increase than that of the control group (55.45 to 74.55).
See studySciencePrimaryIndonesia2025with data
Improving the Process and Outcomes of IPAS Learning Using the Game Based Learning Method with Educaplay in Grade IV of SDN 127/II Sungai Arang
Peningkatan Proses dan Hasil Belajar IPAS Menggunakan Metode Pembelajaran Game Based Learning dengan Educaplay di Kelas IV SDN 127/II Sungai Arang
Mawarni, A. et al.
Classroom action research (two cycles) with 15 fourth-grade primary students that describes the improvement of the process and cognitive outcomes of science learning through Game-Based Learning with Educaplay. The use of the method improved content comprehension, with teacher observation scores rising from 74% in the first cycle to 88% in the second.
See studyScienceSecondaryIndonesia2025with data
Problem Based Learning (PBL) assisted by Educaplay: Effect on the critical thinking skills of Grade XI students at SMAN 2 Samarinda
Problem Based Learning (PBL) Berbantuan Educaplay : Pengaruh terhadap Kemampuan Berpikir Kritis Siswa Kelas XI SMAN 2 Samarinda
Utami, K. K. et al.
A quasi-experimental study with a nonequivalent control group design and 26 students per group that evaluates the Problem Based Learning model supported by Educaplay on the critical thinking of twelfth-grade students. PBL with Educaplay had a significant effect (Sig. 0.028 < 0.05).
See studySciencePrimaryEcuador2025
A Didactic Proposal with Educaplay as Reinforcement to Improve Academic Performance in Natural Sciences
Propuesta didáctica con Educaplay como refuerzo para mejorar el rendimiento académico en ciencias naturales
López Santacruz, S. R. et al.
Research at an educational institution where eighth-grade students were not achieving Natural Sciences learning outcomes; a didactic proposal with Educaplay was designed and implemented to analyze changes in academic performance. Through surveys and interviews with students and teachers, perceptions about the activities were collected, pointing to prior difficulties with comprehension and study habits.
See studySocial studies & valuesHigher / Teacher ed.Spain2021with data
How to Learn Civil Law Through Gamification: The Experience with Educaplay
Cómo aprender Derecho civil mediante la gamificación: La experiencia con Educaplay
Extremera Fernández, B. et al.
A chapter from the University of Alicante with 233 participating students, of whom 59.21% acknowledged that Educaplay helped them in their learning, 78% enjoyed using it in class, and 63% would like to apply it in other subjects. It concludes that Educaplay is a good learning tool, but it must be complemented with other methodologies, as it is not sufficient as the sole resource, proving especially valuable for maintaining attention in dual teaching during the pandemic.
See studyLanguage & literacySecondaryMexico2025with data
Reading Comprehension in Middle School: A Didactic Intervention Using Educaplay and Kahoot from an Action-Research Approach
Comprensión lectora en telesecundaria: Intervención didáctica con Educaplay y Kahoot desde un enfoque de investigación-acción
Hernández Hilario, B. et al.
Action research at Telesecundaria 344 in Hidalgo (Mexico) that achieved a 20% increase in overall reading comprehension through a 12-session workshop with Educaplay and Kahoot. The pretest-posttest differences were statistically significant at the literal, inferential, and critical levels, demonstrating that it is possible to strengthen reading comprehension in the short term through ICT-mediated strategies in rural educational settings.
See studyScienceHigher / Teacher ed.Spain2023
Creation of Interactive Content Through the Educaplay Tool to Facilitate the Learning of Complex Concepts and Techniques
Creación de contenido interactivo a través de la herramienta Educaplay para facilitar el aprendizaje de conceptos y técnicas complejas
Carro García, L. et al.
A teaching innovation project at the University of Salamanca that concludes that interactive content created with Educaplay (video quiz, interactive maps, mosaics, word wheel) effectively helps in fixing abstract concepts such as the "-omics" techniques. The Video Quizzes were the activity most highly rated by students, and the good reception has motivated their implementation in other undergraduate and master's subjects.
See studySocial studies & valuesPrimaryIndonesia2026
Impact of Using the Educaplay Platform on Students' Learning Motivation in Social Studies in Fifth Grade of Elementary School
Dampak Pemanfaatan Platform Educaplay terhadap Motivasi Belajar Siswa dalam Pembelajaran IPS di Kelas V Sekolah Dasar
Jackson Putra Saija et al.
A descriptive qualitative study published in 2026 in Horizon: Indonesian Journal of Multidisciplinary on the responses and engagement of fifth-grade primary students at SD Negeri 7 in Ambon when using Educaplay in Social Sciences (IPS). Through observation, interviews, and documentation, it found positive responses on three fronts: attention and interest, active participation, and perseverance and concentration during class. It concludes that Educaplay fosters engagement and motivation, and that it is a viable interactive digital medium for making Social Sciences more engaging and student-centered.
See studyLanguage & literacyPrimaryEcuador2015
Development of Multimedia Educational Activities with the Educaplay Tool for Fourth Year of Basic General Education
Desarrollo de actividades educativas multimedia con herramienta Educaplay para cuarto año de educación general básica
Aguirre Chimbo, G. L. & Garcés Vivanco, M. T
A degree thesis from UTMACH that develops educational activities with Educaplay in Language and Literature for the fourth year of EGB at the "Galo Plaza Lasso" School, using the PACIE methodology in Virtual Learning Environments (EVA). It concludes that multimedia activities improve reading, writing, and comprehension, raising the academic performance of students.
See studyLanguage & literacyPrimaryEcuador2011
Development of Morphosyntax Content and Skills Through the Use of Software: Educaplay, JClic, Scratch, and Smart Board, for Strengthening Oral and Written Language in Fourth to Seventh Year Basic Education Students
Desarrollo de contenidos y destrezas de morfosintaxis mediante el empleo de los software: Educaplay, JClic, Scratch y Smart Board, para el fortalecimiento del lenguaje oral y escrito en los estudiantes de cuarto a séptimo año de educación básica
López Pincay, M. K
A thesis from Universidad Tecnológica Israel that concludes that there is great difficulty in implementing digital tools such as Educaplay, JClic, Scratch, and Smart Board, since most schools do not have adequate technological equipment and teachers lack fundamental knowledge to apply Web 2.0 tools in the teaching-learning processes of morphosyntax.
See studySciencePrimary2025with data
Development of Educaplay Learning Media Based on Problem Based Learning in Elementary School Students' Science Learning
Ayu, M. et al.
A development research study (ADDIE model) that concludes that Educaplay learning media based on PBL for natural sciences in fifth grade are highly valid (score 38.3), highly practical (90.48% and 85.71%), and effective (85.24), confirming that they can be successfully used in the science learning process in primary education.
See studyMathematicsSecondaryEcuador2025
Design of Educaplay Activities to Strengthen Mathematical Skills in Upper Basic Education Students at UE Provincia El Oro
Diseño de actividades Educaplay para fortalecer las habilidades matemáticas en estudiantes de básica superior de la UE Provincia El Oro
Rivadeneira Vargas, J. S
Master's thesis from the Universidad Técnica del Norte concluding that activities designed in Educaplay strengthen the mathematical skills of students in Upper General Basic Education. The platform proves to be an innovative teaching resource that makes it possible to design interactive activities adapted to the mathematics curriculum, improving comprehension and academic performance.
See studyMathematicsSecondaryEcuador2025
Design of Gamification Strategies Using Educaplay for the Mathematics Teaching-Learning Process in Upper Basic General Education Students, Unidad Educativa "Ricardo Álvarez Mantilla"
Diseño de estrategias de gamificación con el uso de Educaplay para el proceso de enseñanza aprendizaje de la matemática en estudiantes de educación general básica superior, Unidad Educativa "Ricardo Álvarez Mantilla"
Carvajal Flores, W. M
Master's thesis from the Universidad Técnica del Norte concluding that gamification strategies using Educaplay have a positive impact on the teaching of mathematics, with results from observations and assessments of both processes and student outcomes providing a very favorable view of the platform's effectiveness in the teaching-learning process.
See studyMathematicsSecondaryEcuador2024
Design of Diagnostic Assessment Tools with Educaplay for the Mathematics Subject for High School Students, U.E. Luxemburgo
Diseño de herramientas de evaluación diagnóstica con Educaplay para la asignatura de matemática a estudiantes de bachillerato, U.E. Luxemburgo
Tulcanaza Mora, A. G
Master's thesis from the Universidad Técnica del Norte concluding that Educaplay enables a more effective diagnostic assessment than traditional methods across the three curricular blocks: Algebra and Functions, Geometry and Measurement, and Statistics and Probability. The platform improves feedback, makes it possible to identify areas for improvement, and facilitates personalized monitoring of mathematics learning in high school.
See studyForeign languagesSecondaryEcuador2025
Design of a Didactic Proposal Through the Development of Educaplay and JClic Technological Tools for Academic Reinforcement in Applied English for Eighth-Grade Basic Education Students
Diseño de una propuesta didáctica mediante la elaboración de herramientas tecnológicas Educaplay y JClic para refuerzo académico en la asignatura de inglés aplicado en los estudiantes de octavo grado de educación básica
Chicaiza Pinduisaca, M. del C
Master's thesis from the PUCE concluding that the technological tools Educaplay and JClic improve academic performance in English reinforcement, having a positive effect on students' motivation and engagement. It recommends applying suitable technological tools to spark interest in self-directed learning inside and outside the classroom.
See studyLanguage & literacySecondaryEcuador2025with data
Design of a Didactic Sequence Integrating Educaplay as a Gamified Digital Resource to Enhance Reading Comprehension in Language and Literature in Eighth Grade
Diseño de una secuencia didáctica que integre Educaplay como recurso digital gamificado para potenciar la comprensión lectora en Lengua y Literatura en octavo año de EGB
Livia Marlene Jácome López & Bertha del Tránsito Nivelo Campoverde
Master's thesis in Linguistics and Literature (Universidad Estatal de Milagro, Ecuador, 2025) that designs a teaching sequence with active methodologies and Educaplay to improve reading comprehension in the eighth year of Basic General Education at the Unidad Educativa Severo Espinosa. The diagnosis revealed limitations at the literal, inferential, and critical levels as well as low reading motivation; after implementing the interactive activities, progress was observed in identifying main ideas, making inferences, and exercising critical judgment. 84% of students perceive that Educaplay improves their reading comprehension and 100% of teachers consider that the tool contributes to it, although 70% admit not having received prior training.
See studyGeneralOtherEcuador2022with data
Educaplay: A Gamification Tool for Academic Performance in Virtual Education During the COVID-19 Pandemic
Páez-Quinde, C. et al.
Experimental-exploratory research from the Universidad Técnica de Ambato with 70 basic education students concluding that students improved their academic performance with Educaplay, using the SAPIE methodology and the Technology Acceptance Model (TAM, Cronbach's Alpha: 0.842). Gamification resources motivate active participation and collaborative work, and the teacher is the one who generates their own resources based on students' needs.
See studyForeign languagesSecondaryEcuador2024with data
Educaplay as a Tool to Potentiate English Vocabulary Retention and Learning
Vargas-Saritama, A. & Espinoza-Celi, V
Quasi-experimental study from the UTPL with 60 secondary students in Ecuador concluding that Educaplay is highly effective for English vocabulary retention (p-value: 4.86e-15, F-value: 49.000). Participants improved their vocabulary competence, increased their motivation, and the platform promoted a productive and interactive learning environment, although it warns that exclusive reliance on digital tools may not fully stimulate essential cognitive processes.
See studySocial studies & valuesPrimaryIndonesia2026with data
Educaplay-Based Froggy Jump Learning Media to Improve Digital Literacy in Learning the Pancasila Principles
Anis Maisaroh et al.
Design and development research (R&D with the ASSURE model) published in 2026 in Jurnal Pendidikan Dasar (Indonesia) that creates a Froggy Jump game in Educaplay about the principles of Pancasila to improve digital literacy in the fourth grade of primary school at SDN Kaligambir 02. In the pilot with 16 students (a one-group pretest-posttest design), the mean rose from 38.75 to 80.00 with an N-Gain of 0.709 (high category) and statistical significance (p = 0.000), so the medium was declared valid, viable, and innovative for Pancasila Education in the digital age.
See studyGeneralHigher / Teacher ed.Mexico2011with data
Educaplay as an Alternative for the Design of Online Activities
Educaplay como alternativa para el diseño de actividades en línea
Torres Gastelú, C. A. et al.
Exploratory-descriptive research from the Universidad Veracruzana with 19 students in the Bachelor's in Administrative Computer Systems concluding that Educaplay received a positive assessment in the categories of use, learning, and evaluation. 84.2% considered access to the tool easy, 89.4% stated that it has pedagogical activities that are easy to apply in any subject, and 84.2% want it incorporated into the academic program. The best-rated activities for learning were Test (84.3% positive) and Match (84.2% positive), consolidating Educaplay as a viable technological alternative because it is free, simple, and available.
See studyGeneralSecondaryEcuadorwith data
Educaplay as a Didactic Strategy to Strengthen the Teaching-Learning Process in First-Year High School Students
Educaplay como estrategia didáctica para fortalecer el proceso de enseñanza-aprendizaje en estudiantes de primer año de bachillerato
Imbaquingo-Camuendo, E. et al.
This quasi-experimental study was conducted with 140 of 217 first-year high school students at the Unidad Educativa "17 de Julio" in Ecuador. The results of the Wilcoxon test showed statistically significant differences (p < 0.001) in all areas evaluated, with Z values between -4.988 and -7.317. 97% of students reported greater participation and interest in classes, 93% considered the platform easy to use, and 93% indicated that it improves comprehension of academic content. It is concluded that Educaplay is an effective tool for strengthening the teaching-learning process.
See studyScienceMathematicsSecondaryEcuador2025with data
Educaplay as a Didactic Tool in High School Biology and Mathematics for the Curricular Integration of Education for Sustainable Development
Educaplay como herramienta didáctica en Biología y Matemática de Bachillerato para la inserción curricular de Educación en Desarrollo Sostenible
Solange Katiuska Soria Chávez et al.
Cross-sectional quasi-experimental quantitative study published in 2025 in Arandu UTIC (Ecuador) on the use of Educaplay to work on the curricular insertions of Education for Sustainable Development in high school Biology and Mathematics at the Unidad Educativa Fiscal Juan Montalvo in Guayaquil (1,200 students, 57 teachers). Using experimental and control groups, a survey, and an objective knowledge test, it compares the effects of the digital strategy on active and meaningful learning and on students' assessment of the tool, in favor of the group that used Educaplay.
See studyLanguage & literacySecondaryEcuador2026with data
Educaplay as a Technological Tool in the Teaching-Learning Process of Language and Literature
Educaplay como herramienta tecnológica en el proceso enseñanza-aprendizaje de Lengua y Literatura
Nube Elizabeth Andrade Cárdenas et al.
Quantitative quasi-experimental study published in 2026 in the Journal of Science and Research (Ecuador) evaluating the effectiveness of Educaplay in improving performance in Language and Literature in upper basic education at the Unidad Educativa Nelson Vicente Izquierdo Naula. With a pretest, posttest, and surveys of 120 students, it recorded a notable jump in performance: 92.5% of students reached a high level of language skills compared to 10% previously, together with greater interest and motivation for the subject. It concludes that Educaplay strengthens meaningful, student-centered teaching.
See studyMathematicsSecondaryEcuador2024with data
Educaplay as a formative assessment resource for mathematics learning in higher basic education
Educaplay como recurso de evaluación formativa para el aprendizaje de las matemáticas en la educación básica superior
Daysi Paola Garcia-Iza et al.
This study, published in 2024 in the journal 593 Digital Publisher CEIT, analyzes the use of Educaplay as a formative assessment resource in mathematics among upper basic education students in Ecuador. A quantitative methodology with a non-experimental design and a correlational approach was used, employing pretest and posttest surveys with a sample of 19 students. The setting corresponds to the Unidad Educativa "José Prócer Cuero y Caicedo" in the Ecuadorian Amazon. The results show a significant improvement in motivation, participation, collaborative learning, and exam preparation after implementing the platform, evidencing its effectiveness as an educational tool.
See studyMathematicsPrimaryEcuador2026with data
Educaplay as a Formative Assessment Resource to Strengthen Mathematics Learning in Middle Basic Education
Educaplay como recurso de evaluación formativa para fortalecer el aprendizaje de matemáticas en básica media
Flor María Arguello Mosquera et al.
Preexperimental mixed-methods study published in 2026 in Tesla Revista Científica (Ecuador) evaluating the impact of a teaching guide with Educaplay on the learning of Mathematics from a formative assessment perspective in the seventh grade of the Escuela Gabriela Mistral. The proposal was structured with the ADDIE instructional model and validated by expert judgment using the Delphi method (96.8% approval); with 40 students and a Likert-type pretest-posttest questionnaire plus a teacher interview, the Student's t-test (p < 0.05) showed a highly significant improvement in performance and perception, with up to 100% favorable acceptance in key dimensions.
See studyLanguage & literacyPrimaryEcuadorwith data
Educaplay as a Didactic Resource for Strengthening Reading Comprehension in Students
Educaplay como recurso didáctico en el fortalecimiento de la comprensión lectora en los estudiantes
Avemañay Mullo, R
This qualitative research, developed as a master's thesis at the Universidad Nacional de Educación (UNAE), was carried out at the CECIBEB "Federico Herbart" with sixth-grade students. An educational proposal titled "Leo para informarme y aprender con Educaplay" was designed and validated by experts with scores of 72/100 for internal consistency and 75/100 for external validation. Although the proposal was not implemented in the classroom, the experts considered that the activities designed in Educaplay have the potential to strengthen reading comprehension in basic education students.
See studyGeneralHigher / Teacher ed.Venezuelawith data
Educaplay as an Interactive Didactic Resource for Marketing Students
Educaplay como recurso didáctico interactivo dirigido a estudiantes de la asignatura Mercadeo
Salinas Gañango, L. & Salvati, S
This feasible project was carried out at the Universidad de Carabobo, Venezuela, with a sample of 27 of 65 students in the subject Marketing. The diagnostic results revealed that 70% of students never use technological resources in class, 63% never reinforce content online, and 74% never take online assessments. However, 60% expressed a willingness to adopt digital tools. A three-phase implementation plan was proposed to integrate Educaplay as an interactive teaching resource in the subject.
See studyLanguage & literacyPrimaryEcuador
Educaplay como recurso didáctico para el fortalecimiento de la ortografía en sexto grado de Educación General Básica
Educaplay como recurso didáctico para el fortalecimiento de la ortografía en sexto grado de Educación General Básica
Gaibor-Galarza, J. M. et al.
This study in Ecuador was carried out with 59 students, teachers, and experts to analyze spelling proficiency. The results showed a low level of mastery, with frequent errors in graphemes and accentuation, and greater difficulty with complex texts. A teaching proposal based on interactive activities with Educaplay was designed and validated by experts to improve students' practice and motivation.
See studyLanguage & literacySecondaryEcuadorwith data
Educaplay como recurso digital para fortalecer la comprensión lectora en estudiantes de octavo grado de la Unidad Educativa Nueva Tarqui
Educaplay como recurso digital para fortalecer la comprensión lectora en estudiantes de octavo grado de la Unidad Educativa Nueva Tarqui
Pacheco, S. et al.
This study in Ecuador was carried out with a sample of 26 eighth-grade students. The results showed a good level of literal comprehension (73-77%) but weaknesses at the inferential (49-67%) and critical (55-71%) levels. Regarding the use of Educaplay, students rated its pedagogical application (82%) and the variety of activities (83%) positively, although moderate interaction (65%) and inconsistent use (60%) were detected. Strategies based on gamification and active learning were designed and validated by experts to improve reading comprehension through a planned integration of the tool.
See studyLanguage & literacyOtherEcuadorwith data
Educaplay como recurso interactivo para el fortalecimiento de las habilidades de los estudiantes de Lengua y Literatura
Educaplay como recurso interactivo para el fortalecimiento de las habilidades de los estudiantes de Lengua y Literatura
Vaca Noroña, P. F. et al.
This study analyzes the use of Educaplay as an interactive resource to strengthen Language and Literature skills through a mixed-methods approach. The results show improvements in reading comprehension, grammar, vocabulary, and literary analysis, along with a significant increase in student motivation and participation. The platform is established as an effective pedagogical mediator that fosters more active, autonomous, and meaningful learning.
See studyLanguage & literacyPrimaryEcuadorwith data
Educaplay como recurso interactivo para el fortalecimiento de las habilidades lingüísticas en Lengua y Literatura
Educaplay como recurso interactivo para el fortalecimiento de las habilidades lingüísticas en Lengua y Literatura
Idrovo Ordoñez, J. et al.
This study proposes the use of Educaplay to strengthen language skills in fifth-year students through a preexperimental design with a pretest and posttest. Difficulties were detected in reading comprehension, written expression, spelling, and motivation, which were addressed with interactive activities. The results show improvements in academic performance and greater student participation, together with a positive perception of the tool by students and the teacher.
See studyLanguage & literacyOtherEcuador2024
Educaplay in the Development of Spelling
Educaplay en el desarrollo de la ortografía
Betty Marisol Córdova Muñoz
Master's thesis in Educational Innovation and Leadership (Universidad Indoamérica, Ecuador, 2024) on the use of Educaplay as a teaching tool for the development of spelling, especially accentuation, at the Unidad Educativa Ecuatoriano Holandés. With a qualitative approach, field research, and documentary review (34 students and 4 Language and Literature teachers), it detects deficiencies linked to traditional methods and proposes teacher training workshops to create interactive, motivating activities tailored to the subject matter, aimed at a personalized and effective learning experience.
See studyMathematicsPrimaryEcuador2023
Educaplay in the Development of Logical-Mathematical Skills for Fifth-Grade Students
Educaplay en el desarrollo de las habilidades lógico-matemáticas para los estudiantes de quinto año de EGB
Evelyn Cecilia Chasipanta Muenala & Yomairi Shirley Huertas Rosero
Bachelor's degree thesis in Basic Education (Universidad Central del Ecuador, 2023) investigating the use of Educaplay in developing logical-mathematical skills in the fifth year of Basic General Education at the Unidad Educativa Fiscal 10 de Agosto in Quito (51 students and 4 teachers). With a mixed approach, a descriptive scope, and documentary and field research (survey, observation), the results highlight the platform's positive contribution to problem-solving, critical thinking, and understanding of mathematical concepts, with constant practice and immediate feedback as levers.
See studyLanguage & literacyHigher / Teacher ed.Ecuadorwith data
Educaplay en el proceso de enseñanza de lengua y literatura: un estudio en docentes de cuarto grado
Educaplay en el proceso de enseñanza de lengua y literatura: un estudio en docentes de cuarto grado
Catuto Tomalá, S. D. et al.
This study in Ecuador was carried out with a sample of 4 Language and Literature teachers using a mixed methodology. The results show infrequent use of Educaplay due to a lack of training and technical limitations, although teachers recognize its potential to improve teaching. As a solution, a teacher training workshop was designed and validated by experts with 100% acceptance to optimize its pedagogical use.
See studyForeign languagesSecondaryIndonesia2026
Educaplay for Selective Listening Instruction: Students Benefits and Challenges in an EFL Classroom
Mia Aulia et al.
Qualitative case study published in 2026 in the Journal of English Language and Education (Indonesia) exploring the benefits and challenges of using Educaplay in selective listening activities in English with 39 eighth-grade students at a school in Kuningan (West Java). Based on classroom observations, semi-structured interviews, and student reflections, it documents that Educaplay's interactive media generate engaging experiences that support listening comprehension (identifying specific information in spoken texts), one of the most difficult skills for those learning English as a foreign language.
See studySciencePrimaryEcuadorwith data
Educaplay para la enseñanza de las Ciencias Naturales en cuarto año de educación básica
Educaplay para la enseñanza de las Ciencias Naturales en cuarto año de educación básica
Alcívar-Zambrano, J. M. & Bowen-Mendoza, L
This study was carried out at the Escuela General Básica "Machala", Ecuador, with a population of 24 fourth-year basic students and 4 teachers. The results showed that 100% of teachers know Educaplay, but none had received formal training; furthermore, only 50% used it in class and infrequently. Among students, correct answers went from 13, 14, and 12 in the traditional explanation to 20, 21, and 23 with Educaplay. As a result, a methodological proposal was developed and a positive effect was confirmed in the teaching of Natural Sciences, with high student acceptance.
See studyLanguage & literacyPrimaryEcuadorwith data
Educaplay para la mejora de la comprensión lectora en estudiantes de quinto grado de primaria
Educaplay para la mejora de la comprensión lectora en estudiantes de quinto grado de primaria
Flores-Robles, A. E. et al.
This study was carried out with a population of 145 fifth-grade students and 6 teachers at the Unidad Educativa Tumbaco, Ecuador. The initial diagnosis showed low performance in reading comprehension, with averages between 1.20 and 1.72, in addition to little use of digital resources by teachers. After applying a teaching strategy with Educaplay in the activity "La manzana de la discordia", the averages rose to a range of 2.42 to 3.68, and the chi-square test confirmed a significant effect (p = 0.000). As a result, it was validated that Educaplay improves reading comprehension, and it was recommended that teachers be trained in the design of digital activities.
See studyMathematicsPrimaryPeruwith data
Educaplay para mejorar la competencia resuelve problemas de cantidad en estudiantes del cuarto grado de las instituciones educativas rurales del distrito de Cachora, 2023
Educaplay para mejorar la competencia resuelve problemas de cantidad en estudiantes del cuarto grado de las instituciones educativas rurales del distrito de Cachora, 2023
Ruiz Ríos, P. A
This research was carried out in rural educational institutions in the Cachora district, Peru, with a census sample of 40 fourth-grade students. The starting problem was low performance in mathematics in rural contexts, where in the pretest 60% of students were at the beginning level and only 5% at the expected achievement level. After applying 12 sessions with Educaplay, in the posttest the beginning level dropped to 27.5%, while 20% reached expected achievement and 22.5% outstanding achievement. The results confirmed a significant improvement in the competence of solving quantity problems.
See studySciencePrimaryIndonesiawith data
Educaplay como medio digital interactivo para mejorar los resultados de aprendizaje de Ciencias Naturales sobre el magnetismo en la escuela primaria
Educaplay sebagai media digital interaktif untuk meningkatkan hasil belajar IPA materi magnet di sekolah dasar
Shiddiqi, U. & Nuruddin, M
This study was carried out with 30 fifth-grade students at SDN Banjaragung 3, in Jombang (Indonesia), to improve learning in Natural Sciences about magnetism. The problem detected was low academic performance and scarce student participation, with an initial mean of 64.40, below the expected minimum of 80. After the intervention with Educaplay, the final mean rose to 81.47, an improvement of 17.07 points. The results confirmed that Educaplay had a positive and significant effect on the understanding of concepts and on student performance.
See studyGeneralHigher / Teacher ed.
Educaplay. Un recurso educativo de valor para favorecer el aprendizaje en la Educación Superior
Educaplay. Un recurso educativo de valor para favorecer el aprendizaje en la Educación Superior
Jurado Enríquez, E. L
This article analyzes the value of Educaplay in Higher Education in the context of the pandemic and the shift from the in-person classroom to the virtual environment. The problem noted is that, although many institutions have technological infrastructure, these resources are not always used properly and part of the teaching staff still has little methodological experience in their use. As a result, the study values Educaplay as a useful, dynamic, and user-friendly tool that fosters interaction, motivation, and learning, provided there is adequate preparation and planning on the part of the teacher.
See studyScienceSecondaryEcuadorwith data
Educaplay: Una herramienta digital interactiva para fomentar la Educación Ambiental
Educaplay: Una herramienta digital interactiva para fomentar la Educación Ambiental
Infante Vera, A. F. & Bosquez Barcenes, V. A
This study was carried out with 33 third-year high school students and 6 teachers at the Unidad Educativa Dr. Luis Célleri Avilez, in Ecuador, to strengthen environmental education through Educaplay. The results showed that 63.6% of students improved their understanding of environmental concepts, 60.6% enjoyed the interactive activities, and 57.6% increased their interest in environmental education. In addition, after the intervention, the percentage of students with the top grade rose from 6% to 52%. The study concludes that Educaplay fosters active learning, improves academic performance, and strengthens students' commitment to environmental issues.
See studyForeign languagesHigher / Teacher ed.Peruwith data
Educaplay y aprendizaje del inglés en estudiantes de un instituto
Educaplay y aprendizaje del inglés en estudiantes de un instituto
Montesinos Cossio, J. G. et al.
This study was carried out with 161 students in the heavy equipment maintenance program of a higher institute in Peru to analyze the relationship between Educaplay and the learning of technical English. The problem identified was the difficulty of learning specialized English vocabulary due to the scarcity of specific teaching materials and the importance of this language in handling heavy machinery manuals and systems. The results showed a positive and significant relationship between Educaplay and the learning of technical English, as well as with text comprehension and production. The study concludes that Educaplay helps improve students' technical English skills.
See studyGeneralSecondaryEcuador2025with data
Educaplay and Its Impact on the Learning of Secondary School Students at the Puebloviejo Educational Unit
Educaplay y su incidencia en el aprendizaje de los estudiantes de educación secundaria de la Unidad Educativa Puebloviejo
José Carlos Gómez Rodríguez & Niurka Cristina Proaño Lucio
Bachelor's degree thesis in Computer Science Pedagogy (Universidad Técnica de Babahoyo, Ecuador, 2025) analyzing the influence of Educaplay as a collaborative learning platform on the academic performance and digital competencies of third-year high school students at the Unidad Educativa Puebloviejo. With a descriptive study, a mixed approach, and a non-experimental cross-sectional design (surveys and interviews with students and teachers), it finds that Educaplay fosters active participation, increases motivation, strengthens collaborative work, and improves content comprehension and cognitive and digital skills.
See studyLanguage & literacyPrimaryEcuador2024
Educaplay and Its Impact on the Cognitive Skills of Fourth-Grade Students in the Subject of Language
Educaplay y su incidencia en las habilidades cognitivas de los estudiantes de Cuarto de Básica en la asignatura de Lengua
Ana Teresa Morocho Malla & Mary Johanna Panchi Chasiloa
Master's thesis in Education with a specialization in Pedagogy in Digital Environments (Universidad Bolivariana del Ecuador, 2024) studying the contribution of Educaplay to the development of cognitive skills in Language and Literature in the fourth year of basic education at the Unidad Educativa Victoria Vásconez Cuvi. With a descriptive mixed-methods study (a sample of 76 students, surveys of teachers, students, and families, and classroom observation), it concludes that playful activities in Educaplay effectively contribute to students' reading comprehension, written expression, and creativity.
See studyGeneralHigher / Teacher ed.Spain2024with data
Didactic Use of the Educaplay Platform in the Design of an Advertising and PR Campaign: A Perspective Towards Educational Inclusion
Educomunicación analítica y didáctica de la plataforma digital Educaplay en el diseño de una campaña de Publicidad y RR.PP.: una perspectiva hacia la inclusión educativa
Ana María Belmonte Jiménez & Estela Isequilla Alarcón
University experience published in 2024 in Razón y Palabra (Spain) in which 37 Advertising and Public Relations students at the Universidad de Málaga designed an alternative communication campaign on the circular economy (Beneko center) using Educaplay, working cooperatively and inclusively. The 7-question survey showed that 72% knew about the circular economy before the course, 91% believe that future business models will rely on it, and 65% are regular users of this type of establishment. One of the few studies on Educaplay in Spanish higher education and in communication.
See studyMathematicsSecondaryIndonesiawith data
Efectividad del juego Educaplay para mejorar la capacidad de numeración en estudiantes de educación secundaria
Efektivitas Game Educaplay dalam Meningkatkan Kemampuan Numerasi pada Siswa Sekolah Menengah Pertama
Lestari, N. M. et al.
This study was carried out with two groups of eighth-grade secondary students in Indonesia: 30 in the experimental class and 31 in the control class. The starting problem was students' low numeracy level and the need to apply more motivating strategies in mathematics. The results showed that the class that worked with Educaplay achieved a high improvement, with a mean N-gain of 0.773, compared to 0.2541 in the control class, and a final mean of 83.46 versus 50.69. The study concludes that Educaplay was effective in improving the numeracy skills of secondary students.
See studySocial studies & valuesForeign languagesEarly childhoodIndonesia2026with data
Effectiveness of Educaplay Media in Improving the Ability to Recognise Hijaiyah Letters in Children Aged 3–4
Efektivitas Media Educaplay dalam Meningkatkan Kemampuan Mengenal Huruf Hijaiyah pada Anak Usia 3–4 Tahun
Melinda Fauziah Nur Chasanah & Dina Amalia
Preexperimental quantitative study (one-group pretest-posttest) published in 2026 in Murhum: Jurnal Pendidikan Anak Usia Dini (Indonesia) on the effectiveness of Educaplay for the recognition of hijaiyah letters (the Arabic alphabet) in 12 children aged 3-4 at the KB Zumrotul Wildan early childhood school (Jepara). The mean went from 50.00 to 78.75 points (+28.75), with a significant Wilcoxon test (p < 0.001). Its novelty is applying Educaplay to Islamic education in early childhood, and it concludes that it is an innovative and effective digital alternative for Islamic early childhood schools.
See studyGeneralPrimaryIndonesia2026
Effectiveness of Educaplay Interactive Media in Increasing Elementary School Students' Learning Activeness: A Systematic Review
Efektivitas Media Interaktif Educaplay terhadap Peningkatan Keaktifan Belajar Siswa Sekolah Dasar
Naufal Paramarta Husada et al.
Systematic literature review published in 2026 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia) analyzing 14 scientific articles (2020-2025) on the effect of Educaplay on the active participation of primary school students. It concludes that its use consistently improves engagement (more participation, interaction, questions, and time on task) thanks to interactive quizzes, educational games, and gamified dynamics that create a more engaging learning environment. It is one of the first evidence syntheses focused specifically on Educaplay.
See studySocial studies & valuesSecondaryIndonesia2026with data
Effectiveness of Educaplay-Based Learning Media in Improving Students' Learning Interest and Participation in Islamic Religious Education
Efektivitas Media Pembelajaran Berbasis Educaplay dalam Meningkatkan Minat dan Keaktifan Belajar Siswa pada Mata Pelajaran Pendidikan Agama Islam
Siti Rozinah et al.
Two-cycle classroom action research published in 2026 in Paedagogie (Indonesia) with 35 eighth-grade students at SMP Negeri 225 in West Jakarta, on the effectiveness of Educaplay (quizzes, puzzles, video quizzes, and word games) in Islamic Religious Education. The gradual and structured implementation drove up the indicators: students with high interest went from 17.1% to 68.6% and highly participatory students from 14.3% to 71.4%. It concludes that Educaplay creates an interactive and pleasant environment that boosts active engagement in the subject.
See studySocial studies & valuesSecondaryIndonesia2026with data
Effectiveness of Learning with the Educaplay Application on Learning Motivation in Islamic Religious Education
Efektivitas Pembelajaran Aplikasi Educaplay terhadap Motivasi Belajar pada Pembelajaran PAI
Halimatus Sa'diyah et al.
Quantitative quasi-experimental study (nonequivalent groups) published in 2026 in Edutech: Jurnal Inovasi Pendidikan Berbantuan Teknologi (Indonesia) evaluating whether Educaplay improves motivation in Islamic Religious Education at the SMK IT ICERA Babatan vocational school (Lampung). With a validated motivation questionnaire and an independent Student's t-test, it found significant differences between the experimental and control groups (t = 4.244; p = 0.000), especially in the perception of the relevance of the content. It recommends adopting educational game media to enliven religion classes and connect them with real life.
See studyMathematicsPrimaryIndonesia2026with data
Effectiveness of Using Educaplay to Improve Second-Grade Students' Mathematics Learning Outcomes
Efektivitas Penggunaan Educaplay dalam Meningkatkan Hasil Belajar Siswa Mata Pelajaran Matematika Kelas II UPTD SDN Arosbaya 5
Mutmainnah et al.
Quantitative study (one-group pretest-posttest) published in 2026 in Jurnal Media Akademik (Indonesia) on the effectiveness of Educaplay for learning multiplication in the second grade of primary school at SDN Arosbaya 5 (Madura), with 34 students. The mean rose from 62.06 to 80.59 points and the Wilcoxon test yielded significance (p = 0.000), concluding that Educaplay creates a more engaging and interactive environment that demonstrably improves outcomes in early mathematics.
See studyLanguage & literacyPrimaryIndonesiawith data
Efectividad del uso del medio Educaplay sobre los resultados de aprendizaje de estudiantes de quinto grado en el tema del pantun
Efektivitas penggunaan media Educaplay terhadap hasil belajar siswa kelas V pada materi pantun
Syifa, S. F
This study was carried out with 50 fifth-grade students at SDN 152 Cigagak, in Indonesia, to compare Educaplay with conventional media in the learning of the pantun. The problem detected was that the teaching of the Indonesian language continued to rely on non-interactive resources, which limited student participation and outcomes. The results showed significant differences between the two groups: the final mean of the experimental class was 75.40 compared to 65.60 in the control class, and the improvement was moderate with Educaplay (60.65%) versus low in the control group (29.48%). The study concludes that Educaplay was effective in improving student learning, especially in identifying the elements of the pantun.
See studyLanguage & literacySecondaryIndonesiawith data
Efectividad del aprendizaje basado en proyectos (PJBL) con apoyo de Educaplay para mejorar la alfabetización del alumnado en la asignatura de Lengua Indonesia en 10.º curso de SMAN 1 Cigugur
Efektivitas Project Based Learning (PJBL) berbantuan aplikasi Educaplay untuk meningkatkan literasi siswa pada mata pelajaran Bahasa Indonesia di kelas X SMAN 1 Cigugur
Septiana, C. & Lutfi, A. F
This study was carried out with 64 tenth-grade students at SMAN 1 Cigugur, in Indonesia, to improve literacy in the Indonesian Language subject through the PJBL model supported by Educaplay. The problem detected was students' low literacy level, despite a daily reading time that was not being used properly. The results showed a significant improvement in the experimental class: the mean went from 69.63 in the pretest to 78.28 in the posttest, while in the control class the posttest was 66.50. The study concludes that the PJBL model with Educaplay support was effective in improving students' literacy.
See studyMathematicsSecondaryIndonesia2026with data
Effectiveness of Educaplay Game-Based Learning with the CTL Approach to Improve Students' Mathematical Communication Skills
Diah Ayu Permata Sari et al.
Development research (R&D, ADDIE model) published in 2026 in Emteka: Jurnal Pendidikan Matematika (Indonesia) that creates a gamified mathematics medium in Educaplay integrated with the Contextual Teaching and Learning (CTL) approach to work on relations and functions with 28 eighth-grade students. The medium was validated as suitable and the effectiveness test raised the mean from 51.92 to 76.82 (N-Gain 0.56, moderate category), with improvements especially in visual representation and mathematical expression, and room for improvement in written communication.
See studyMathematicsPrimaryIndonesiawith data
Efectividad de los juegos de Educaplay en la comprensión cognitiva del alumnado en el aprendizaje de matemáticas en segundo grado de SDN Bugih 3 Pamekasan
Salsabila, A. & Nuriyanti, M
This study was carried out with 30 second-grade students at SDN Bugih 3 Pamekasan, in Indonesia, to evaluate the effect of Educaplay on mathematics learning. The problem identified was the need to improve students' cognitive understanding of addition and subtraction content through more motivating and interactive strategies. The results showed a significant improvement between the pretest and the posttest, and the N-Gain analysis reached a mean of 82.33%, placed in the high category. The study concludes that Educaplay was effective in increasing students' motivation, participation, and conceptual understanding in mathematics.
See studyGeneralHigher / Teacher ed.Ecuadorwith data
El desafío de la innovación, la percepción y adaptación de los docentes secundarios al uso de Genially y Educaplay en sus prácticas pedagógicas
El desafío de la innovación, la percepción y adaptación de los docentes secundarios al uso de Genially y Educaplay en sus prácticas pedagógicas
López Gordón, J. V. et al.
This study was carried out at the Unidad Educativa Fiscal "24 de Mayo" in Quito, Ecuador, with a sample of 60 teachers between 30 and 55 years old. The problem detected was the low integration of digital tools such as Genially and Educaplay, due mainly to a lack of training, time limitations, and insufficient technological infrastructure. The results showed that 54.4% report mastery of these tools, 58.2% use them at an intermediate level, and 63.2% use them monthly; in addition, 44.6% consider them useful for learning and 48.2% quite useful. The study concludes that, although teachers recognize their value for improving student motivation and comprehension, continuous training and better technological provision are still necessary to achieve a more effective integration.
See studyLanguage & literacyPrimaryEcuadorwith data
El recurso didáctico digital Educaplay en el desarrollo de la expresión oral de los estudiantes de tercer grado, paralelos A y B, de Educación General Básica, de la Unidad Educativa “González Suárez” en el cantón Ambato
El recurso didáctico digital Educaplay en el desarrollo de la expresión oral de los estudiantes de tercer grado, paralelos A y B, de Educación General Básica, de la Unidad Educativa “González Suárez” en el cantón Ambato
Yancha Sánchez, C. G
This study was carried out with 39 third-grade students at the Unidad Educativa González Suárez, in Ambato, Ecuador, to analyze the use of Educaplay in oral expression. The problem detected was low participation and the need to strengthen oral communication in a virtual context. The results showed a very positive assessment of the resource: 94.9% completed the activities and 92.3% stated that Educaplay improved their communication. The study concludes that Educaplay fosters participation and stimulates oral expression in primary school students.
See studyLanguage & literacyPrimaryEcuadorwith data
The Educational Software Educaplay as a Didactic Resource to Optimize the Learning Process of Writing in Second-Year Basic Education Children at Nueva Era Educational Unit in Ambato
El Software Educativo Educaplay como Recurso Didáctico para Optimizar el Proceso de Aprendizaje en la Escritura de los niños de Segundo Año de Educación Básica de la Unidad Educativa Nueva Era del Cantón Ambato
Valverde Villacís, A. de los Á
This research was carried out at the Unidad Educativa Nueva Era in Ambato, Ecuador, to analyze how Educaplay optimizes the learning of writing in children in the Second Year of Basic Education. An exploratory and descriptive methodology was applied with students and teachers. The results showed that Educaplay fosters meaningful learning and stimulates motor skills. As a product, a methodological guide for the teachers was developed. It is concluded that it is an effective tool for enriching the teaching of writing in the early school years.
See studyMathematicsOtherEcuadorwith data
The Use of the Gamification Tool Educaplay and Its Impact on the Development of Mathematical Skills
El uso de la herramienta de gamificación Educaplay y su incidencia en el desarrollo de habilidades matemáticas
Vásquez Choez, C. E
This research, carried out at the Universidad Estatal de Milagro, Ecuador, evaluates the influence of the gamification tool Educaplay on the development of mathematical skills in Basic General Education students. A qualitative, descriptive, documentary-design methodology was applied, based on a literature review. The results show that Educaplay fosters motivation thanks to its multimedia resources and enhances the understanding of concepts and problem-solving. It is concluded that it is an effective tool for improving academic performance and building meaningful learning in mathematics.
See studyScienceSecondaryColombiawith data
Didactic Strategy Supported by Genetic App and Educaplay Portal for the Understanding of Human Genetics in Natural Sciences 8°
Estrategia Didáctica Apoyada en App Genética y Portal Educaplay para la Comprensión de la Genética Humana en Ciencias Naturales 8°
Herrán Barreto, A. M. & Jaimes Jaimes, M. C
This research, carried out at the Institución Educativa Técnica Modelia in Ibagué, Colombia, proposes a teaching strategy based on the App Genética and the Educaplay portal to improve the understanding of human genetics. It worked with 35 eighth-grade students under a quantitative descriptive model, applying a pre-test and post-test. The results show that these tools spark interest and foster meaningful learning. It is concluded that they bring a new dynamic to natural science classes.
See studyForeign languagesSecondaryEcuadorwith data
Pedagogical Strategy for the Use of the Educaplay Tool in Learning the English Language
Estrategia pedagógica para el uso de la herramienta Educaplay en el aprendizaje del idioma inglés
Cadena Villegas, G. C. et al.
This study, carried out at the Unidad Educativa Batalla de Pichincha in Quinindé, Ecuador, proposes a pedagogical strategy based on Educaplay and the use of music for learning English in 144 third-year high school students. A quantitative, correlational, and experimental approach was applied, validated with SPSS. The results were satisfactory across the four language skills. It is concluded that Educaplay is an effective tool for strengthening skills in English proficiency.
See studyLanguage & literacyHigher / Teacher ed.Ecuador2026
Didactic Strategies Supported by the Digital Tool Educaplay to Improve Reading Comprehension in First-Cycle Accounting and Auditing Students
Estrategias didácticas apoyadas en la herramienta digital Educaplay para mejorar la comprensión lectora en estudiantes de primer ciclo de Contabilidad y Auditoría
Johnson Paul Rodriguez Valladares
Curricular Integration Project in Educational Psychology (Universidad Nacional de Loja, Ecuador, 2026) that designs teaching strategies with Educaplay (crosswords, matching, quizzes) to improve the reading comprehension of first-cycle university students in Accounting and Auditing. With a descriptive cross-sectional quantitative-qualitative approach (surveys of students and interviews with teachers), it found limited knowledge and use of the tool and low levels of reading comprehension, and it proposes an intervention with interactive activities to work on the literal, inferential, critical, and creative dimensions. It is one of the few studies of Educaplay in higher education.
See studyGeneralEarly childhoodEcuador2026with data
Teaching Strategies Based on the Use of Educaplay for Neurological Development in Preschoolers
Estrategias didácticas basadas en el uso de Educaplay para el desarrollo neurológico en preescolares
Delia Cleotilde Rizzo Mendoza et al.
Descriptive mixed-methods study published in 2026 in Código Científico Revista de Investigación (Ecuador) that applies teaching strategies with Educaplay to strengthen the neurological development of 30 preschoolers (census sampling). After four gamified sessions of auditory recognition, motor coordination puzzles, logical sequencing, and a multisensory activity, the percentage of children with difficulties in some dimension dropped from 60% to 26.7%, with mean improvements above the expected 30%. It concludes that gamified platforms with pedagogical mediation foster neuroplasticity and a more effective school adaptation in vulnerable contexts.
See studySocial studies & valuesPrimaryColombiawith data
Didactic Strategies Mediated by the Educaplay Platform for the Teaching-Learning Process of Social Sciences in Fifth Grade of Primary School at Diego Montaña Cuellar IED School
Estrategias Didácticas Mediadas por la Plataforma Educaplay para el Proceso de Enseñanza-Aprendizaje de las Ciencias Sociales del Grado Quinto de Primaria del Colegio Diego Montaña Cuellar IED
Cifuentes Amaya, A. et al.
This research, carried out at the Colegio Diego Montaña Cuellar IED in Colombia, proposes teaching strategies mediated by Educaplay to strengthen the teaching of social sciences in fifth-grade students. A methodology based on design-based research (DBR) was applied with a pre-test and post-test using an interactive map, word search, and test. The post-test results showed superior performance compared to the traditional method. It is concluded that Educaplay fosters meaningful and playful learning in the area of social sciences.
See studyLanguage & literacyPrimaryEcuador2026with data
Strategies to Strengthen Reading Comprehension Through the Use of Educaplay
Estrategias para el fortalecimiento de la comprensión lectora mediante el uso de Educaplay
Tania Belén Bazán Velásquez et al.
Descriptive and propositional mixed-methods study published in 2026 in Reincisol (Ecuador) on reading comprehension in the fifth year of Basic General Education at the Unidad Educativa Teodoro Wolf. The diagnosis with 36 students placed 61.11% at a low level, with difficulties at the inferential and critical levels, which supported a teaching proposal in Educaplay with three activities (a Cloze text, a video quiz, and a critical crossword) aimed at the literal, inferential, and critical levels. Expert judgment favorably rated its feasibility, relevance, and novelty, always with teacher mediation, formative assessment, and curricular planning.
See studyGeneralHigher / Teacher ed.Ecuadorwith data
Teacher Training in Educaplay for the Generation of Meaningful Teaching Resources in Technical High School
Formación docente en Educaplay para la generación de recursos didácticos significativos en el bachillerato técnico
Avilez-García, M. I. et al.
This study, carried out at the Unidad Educativa Dr. Antonio Andrade Fajardo in Vinces, Ecuador, proposes a teacher training strategy in Educaplay for the generation of meaningful teaching resources in the Technical High School. A descriptive and propositional mixed approach was applied to 18 teachers and 8 experts, using a questionnaire and a semi-structured interview. The results revealed a disconnect from the potential of digital technologies and insufficient training. It is concluded that theoretical-practical workshops in Educaplay are essential for transforming teaching practice and improving educational quality.
See studyMathematicsPrimaryColombia2022
Strengthening the addition of natural numbers with the EDUCAPLAY tool in first grade students of the Eduardo Cote Lamus educational institution in the municipality of La Esperanza, department of Norte de Santander
Fortalecimiento de la adición de números naturales con la herramienta EDUCAPLAY en los estudiantes de grado primero de la institución educativa Eduardo Cote Lamus del municipio de La Esperanza departamento Norte de Santander
Yeni Carrascal Vergel & Yoana Esmith Carrascal Ardila
Degree project presented at the UNAD in 2022 whose purpose was to design a pedagogical plan to strengthen the addition of natural numbers using the EDUCAPLAY tool. A qualitative, observational methodology was applied with first-grade students at the Eduardo Cote Lamus educational institution, in La Esperanza, Norte de Santander. The results showed high receptiveness and participation of students in learning addition through the digital platform.
See studyForeign languagesHigher / Teacher ed.Colombia2025
Strengthening the acquisition and retention of English vocabulary through interactive digital activities (Educaplay, Wordwall and flashcards) in fourth-semester students of the Bachelor's Degree in Foreign Languages with an Emphasis on English at UNAD
Fortalecimiento de la adquisición y retención del vocabulario en inglés mediante actividades digitales interactivas (Educaplay, Wordwall y flashcards) en estudiantes de cuarto semestre de la Licenciatura en Lenguas Extranjeras con Énfasis en Inglés de la UNAD
Mercy María Contreras Ortega & Angelly Andrea Vásquez Pérez
Formative research exercise presented at the UNAD in 2025 whose objective was to strengthen the acquisition and retention of English vocabulary through interactive digital activities such as Educaplay, Wordwall, and flashcards. A qualitative approach was applied with fourth-semester students in the Bachelor's in Foreign Languages with an Emphasis on English. The results showed more active, autonomous, and contextualized vocabulary learning in virtual environments.
See studyLanguage & literacySecondaryColombia2025with data
Strengthening Reading Comprehension Through the Implementation of the LearningApp and Educaplay Platforms to Generate Meaningful Learning in Ninth-Grade Spanish Language Teaching
Fortalecimiento de la comprensión lectora a través de la implementación de las plataformas LearningApp y Educaplay para generar aprendizajes significativos en Lengua Castellana en grado noveno
Sandra Patricia Valencia Montaño
Master's thesis in Digital Resources Applied to Education (University of Cartagena, Colombia, 2025) that implements the LearningApp and Educaplay platforms to strengthen reading comprehension and generate meaningful learning in Spanish Language with ninth-grade students at the Navarro Educational Institution, in a rural area of Cali. The work designs, applies, and evaluates interactive teaching sequences supported by both platforms as a response to the reading difficulties detected in the rural classroom.
See studyLanguage & literacyPrimaryColombia2021with data
Strengthening reading comprehension through the digital educational resource "Educaplay" in second grade of the Camilo Torres District Educational Institution of Barranquilla
Fortalecimiento de la lectura comprensiva mediante el recurso educativo digital "Educaplay" en segundo grado de la Institución Educativa Distrital Camilo Torres de Barranquilla
Lola Esther Páez Espitia & Emilce Cecilia Mercado Castro
Master's project presented at the University of Cartagena in 2021, whose objective was to strengthen the reading comprehension of second-grade students at the Camilo Torres District Educational Institution of Barranquilla through the Educaplay digital educational resource. A qualitative approach was applied with a pedagogical intervention in a virtual learning environment. The results, obtained by comparing the diagnostic phase with the final phase, showed significant progress in the students' reading levels and motivation.
See studyLanguage & literacySecondaryColombia2025
Strengthening Communicative Competences Through Game-Based Learning with the Educaplay Tool in Sixth-Grade Students
Fortalecimiento de las competencias comunicativas a través del aprendizaje basado en juegos mediante la herramienta Educaplay en estudiantes de grado 6
Ghisela del Carmen García Chamorro et al.
Master's thesis in Digital Resources Applied to Education (University of Cartagena, Colombia, 2025) that addresses low reading and writing performance through game-based learning with Educaplay in sixth-grade students at the Ciudadela Educativa del Magdalena Medio Educational Institution. The team designed and implemented gamified activities to strengthen communication skills, evaluating their impact on reading, writing, and student motivation in an educational context with socioeconomic challenges.
See studyForeign languagesSecondaryColombia2026
Strengthening English Competences Through the Educaplay Tool in Seventh-Grade Students
Fortalecimiento de las competencias en inglés a través de la herramienta Educaplay en estudiantes de séptimo grado
Jorge Luis Santos Moya & Nelys del Carmen Gámez Molina
Master's thesis in Digital Resources Applied to Education (University of Cartagena, Colombia, 2026) that designs and implements an intervention with Educaplay to strengthen the English skills of seventh-grade students. The work starts from a diagnosis of the subject's difficulties, builds interactive activities on the platform, and assesses their effect on student performance and attitude toward the language, within the line of University of Cartagena master's work on digital resources in the classroom.
See studyMathematicsPrimaryEcuador2025with data
Gamification with Educaplay: transforming math learning in fifth grade
Gamificación con Educaplay: transformando el aprendizaje de las matemáticas en quinto grado
Andy Brian Pilla Jerez et al.
Article published in Revista Centro Sur (Vol. 9 No. 4, 2025) by researchers from the Technical University of Ambato (Ecuador), whose objective was to analyze the influence of Educaplay on the development of logical-mathematical skills in fifth-grade students at the Fray Bartolomé de las Casas Educational Unit in the Salasaka parish. A pre-experimental pretest-posttest design with a mixed approach was applied to 28 students through activities such as Froggy Jumps, video quiz, and memory. The results showed statistically significant progress (mean from 3.61 to 8.18), demonstrating that Educaplay is an effective strategy that enhances logical-mathematical skills.
See studyMathematicsSecondaryEcuador2025
Gamification in Educaplay as a teaching strategy to strengthen mathematics learning in general basic higher education
Gamificación en Educaplay como estrategia didáctica para el fortalecimiento del aprendizaje de matemática en educación general básica superior
Torres Tocto Lorgia Esthela et al.
Article published in the journal Código Científico (Vol. 6 No. 2, 2025) by researchers from the Bolivarian University of Ecuador, whose objective was to propose gamification in Educaplay as a teaching strategy to strengthen mathematics learning at the Ciudad de Gonzanamá Educational Unit. A mixed approach with a descriptive scope was applied with 56 ninth-year students and 5 experts. The results validated the strategy as viable for strengthening learning of the topic of Special Products.
See studyMathematicsSecondaryEcuador2021with data
Gamification in the algebra teaching process: an experience with Educaplay
Gamificación en el proceso de enseñanza de algebra: una experiencia con Educaplay
Cristian Fernando Álvarez-Guamán & Juan Carlos Erazo-Álvarez
Article published in the Revista Interdisciplinaria de Humanidades, Educación, Ciencia y Tecnología (UNEFM, Venezuela) in 2021 by researchers from the Catholic University of Cuenca (Ecuador), whose objective was to analyze how Educaplay can contribute to the algebra learning process in eighth-year students at the "Mariscal Antonio José de Sucre" Educational Unit. An explanatory research design was applied with data analysis using SPSS and the Student's t-test. The results showed that the incorporation of Educaplay improved the level of knowledge assimilation, and a methodological guide for teachers was proposed.
See studyLanguage & literacyPrimarywith data
Gamification and the development of autonomy in Fifth-Grade students: a pedagogical Proposal using Educaplay
Gamificación y desarrollo de autonomía en estudiantes de quinto grado: una propuesta Pedagógica con Educaplay
Mónica Silvana Aguilar Arias et al.
Quasi-experimental research with a pretest-posttest applied to 30 fifth-grade students in Language and Literature. Gamified activities with Educaplay were implemented to foster self-regulated learning. The results showed significant improvements in academic performance and in the development of autonomy, confirming Educaplay as an effective resource in primary education.
See studyLanguage & literacyOtherwith data
Genially and Educaplay for reading reinforcement
Genially y Educaplay para el fortalecimiento de la lectura
Magaly Alexandra Vera Arroyo et al.
Quasi-experimental study with experimental and control groups in basic education students that evaluated the impact of Genially and Educaplay on reading skills. After the intervention, the experimental group (EG) reached a mean of 8.45 compared to 7.56 for the control group (CG). Surveys showed increased interest in reading (53.6%) and reading confidence (46.4%). It is concluded that these tools foster more motivating learning and reinforce reading skills.
See studyLanguage & literacyPrimaryEcuador2026with data
The Educaplay Tool for Learning Spelling
Herramienta Educaplay para el aprendizaje de ortografía
Mónica Janneth Díaz Obando
Master's thesis in Education, Technology, and Innovation (Carchi State Polytechnic University, Ecuador, 2026) that proposes interactive activities in Educaplay to reinforce spelling in sixth grade of General Basic Education (EGB) at the Gran Colombia Educational Unit of Tulcán. With a mixed exploratory approach (survey of 50 students and interviews with teachers), 85% perceive Educaplay as an effective and innovative tool for spelling and 80% value its accessibility; the proposal includes word-decryption games, matching, error detection, crosswords, word searches, and "spelling adventures" with an evaluation rubric.
See studyScienceHigher / Teacher ed.Ecuadorwith data
Educaplay multimedia tool as a teaching resource in the teaching process - chemistry and general physics learning
Herramienta multimedia educaplay como recurso didáctico en el proceso enseñanza-aprendizaje de química y física general
Monserrat Orrego-Riofrío & Carlos J. Aimacaña-Pinduisaca
Non-experimental research carried out with 22 second-semester students of Biology, Chemistry, and Laboratory at the National University of Chimborazo. Activities with Educaplay and objective tests were applied to measure learning, using the Student's t-test for dependent samples. It was concluded that the Educaplay multimedia tool boosts the learning of general chemistry and physics.
See studyGeneralSecondaryEcuadorwith data
Impact of Educaplay as an e-learning tool on the learning of ninth grade students
Impacto de Educaplay como herramienta e-learning en el aprendizaje de estudiantes de noveno año
Inés Beatriz Gómez Rivas & Martha Janina Duarte Mora
Mixed non-experimental study with 95 students and 10 teachers of the ninth year at the Juan XXIII Educational Unit (Tena, Ecuador). After implementing Educaplay, improvements were observed in motivation, participation, and comprehension, confirming it as a viable tool for educational innovation in rural contexts.
See studyMathematicsPrimaryEcuadorwith data
Impact of Educaplay on the motivation of learning fundamental basic operations in mathematics in EGB students at the Juan Montalvo school
Impacto de Educaplay en la motivación del aprendizaje de las operaciones básicas fundamentales en matemáticas en estudiantes de EGB del colegio Juan Montalvo
Maria Fernanda Galarza-Cordova et al.
Quasi-experimental study with a quantitative approach applied to General Basic Education (EGB) students (ages 6-12) at the Juan Montalvo school. A questionnaire validated with Cronbach's Alpha (0.934) on a Likert scale was used. The results showed a mostly positive perception of Educaplay, highlighting enjoyment of the tool and improvement in mathematical skills, confirming its effectiveness in fostering intrinsic and extrinsic motivation.
See studySocial studies & valuesPrimaryEcuadorwith data
Impact of the Canva and Educaplay platforms on the formative assessment of Social Studies for students in seventh grade of general basic education
Impacto de las plataformas Canva y Educaplay en la evaluación formativa de Estudios Sociales para los estudiantes de séptimo de Educación General Básica
Lisseth Nicole Jiménez-Ochoa et al.
Quasi-experimental study with a mixed approach conducted with 56 students and 4 teachers of the seventh year in Social Studies. Through a pretest-posttest, surveys, and interviews, the impact of Educaplay and Canva was evaluated. The results showed significant improvement in performance, motivation, and comprehension, although challenges were identified in implementation time and teacher training.
See studyMathematicsPrimaryEcuadorwith data
Impact of the teaching-learning process through the implementation of Educaplay in the subject of Mathematics
Impacto del proceso de enseñanza-aprendizaje mediante la implementación de Educaplay en la asignatura de Matemática
Yasmine Carolina Bustos-Godoy et al.
Study with a mixed approach applied to 20 seventh-grade students at the "Francisco Mejía Villa" Public EGB School, with a pretest-posttest and interviews with teachers. After implementing Educaplay, academic performance increased by 25.5% in average grades, favoring participation and engagement. Challenges were identified in technological resources and teacher training.
See studyLanguage & literacyPrimaryColombia2025
Implementation of Educaplay as a Digital Tool to Improve the Development of Literacy Skills in Third Grade
Implementación de Educaplay como herramienta digital para el mejoramiento del desarrollo de habilidades de lectoescritura en tercer grado
Yobelis Esther Ospino Ariza & Yeny Ramírez Méndez
Master's thesis in Digital Resources Applied to Education (University of Cartagena, Colombia, 2025) that implements Educaplay as a pedagogical strategy to strengthen literacy in third grade at the Tierra Bomba Ethno-educational Institution, in the island zone of Cartagena. With a qualitative descriptive approach and participatory action research, it designed interactive sequences and exercises that notably improved reading fluency, textual comprehension, and writing accuracy, in a community marked by adverse socioeconomic and environmental factors, also noting limitations in technological access.
See studyLanguage & literacyPrimaryEcuadorwith data
Implementation of Educaplay as an Interactive Resource to Strengthen the Teaching-Learning Process of Language and Literature in 5th Grade EGB Students
Implementación de Educaplay como recurso interactivo para fortalecer el proceso de enseñanza-aprendizaje de Lengua y Literatura en estudiantes de 5to EGB
Lidia Gisella Panezo-Caicedo et al.
Mixed research with a pre-experimental design (pretest-posttest without a control group) applied to 25 fifth-year EGB students and one Language and Literature teacher. After implementing activities with Educaplay, a significant improvement was evident in reading comprehension, written expression, and spelling, as well as a notable increase in student motivation and participation.
See studyGeneralSecondaryDominican Republic
Implementation of educaplay and genially as digital educational tools to streamline the evaluation process
Implementación de Educaplay y Genially como herramientas digitales educativas para dinamizar el proceso de evaluación
Dahiana Yosmerys Paredes Blanco et al.
Qualitative research with an action-research design (Kemmis model) carried out at the Profesora Gloria María Calcaño Polytechnic (Nagua, Dominican Republic). A training plan of ten interventions on Educaplay and Genially for formative assessment in secondary education was designed. The results showed that teachers strengthened their techno-pedagogical skills and that students participated with greater motivation, performance, and comprehension, modernizing the assessment processes.
See studyMathematicsPrimaryColombia
Implementation of the EducaPlay tool in the teaching and learning processes of first grade primary mathematics
Implementación de la herramienta EducaPlay en los procesos de enseñanza y aprendizaje de las matemáticas del grado primero de primaria
Claudia Tisney Tamara Bocota
Teaching proposal aimed at first-grade students at the U'wa Tutukana Sinaiaka Indigenous educational center for teaching mathematics through ICT. Four class sessions were held with activities in EducaPlay for the recognition, counting, and writing of natural numbers from 1 to 100. Despite technological limitations, the activities proved enriching for both the teacher and the students.
See studySocial studies & valuesSecondaryIndonesia2026
Implementation of Educaplay-Based Gamification as an Innovative Learning Medium in Islamic Religious Education and Character Building
Implementasi Gamifikasi Berbasis Platform Educaplay sebagai Inovasi Media Pembelajaran Pendidikan Agama Islam dan Budi Pekerti
Tri Nilasari & Layla Mardliyah
Qualitative descriptive study published in 2026 in An Najah: Jurnal Pendidikan Islam dan Sosial Keagamaan (Indonesia) on gamification with Educaplay to teach abstract theological content (Qadha and Qadar) at SMP Negeri 04 in Purwokerto. Through observation, interviews, and documentation, it shows that the Match Up and Froggy Jumps activities transformed the classroom into a dynamic and participatory space, increased emotional involvement, and helped distinguish the concepts of muallaq and mubram destiny, generating a "joyful learning" experience that reinforces religious values.
See studySocial studies & valuesSecondaryIndonesia2024
Implementation of EducaPlay Media to Instil a Communicative Character in Eighth-Grade Students
Implementasi Media EducaPlay untuk Menanamkan Karakter Komunikatif Siswa Kelas VIII-E SMPN 2 Bae 2024/2025
Cahaya Adinda Printahayu et al.
Qualitative descriptive study published in 2024 in Arima: Jurnal Sosial dan Humaniora (Indonesia) on the use of Educaplay in Social Sciences to cultivate communicative character in class VIII-E at SMPN 2 Bae (Kudus). It concludes that the platform sustains interactive and collaborative learning in which students practice effective communication, teamwork, and respect for others' opinions, and that interactive media bring clarity, ease, and appeal to the transmission of content.
See studySocial studies & valuesPrimaryIndonesiawith data
Implementation of interactive learning media based on digital games (Educaplay) in Pancasila Education learning to grow the activeness of fifth grade students at SD Negeri 5 Tonja Denpasar
Implementación de medios de aprendizaje interactivo basados en juegos digitales (Educaplay) en la enseñanza de Educación Pancasila para fomentar la participación activa de los estudiantes de quinto grado en la SD Negeri 5 Tonja Denpasar
I Nyoman Raditya Purnama Putra et al.
Qualitative descriptive study conducted over two months at SD Negeri 5 Tonja Denpasar (Indonesia) with fifth-grade students. Educaplay was applied in the Pancasila Education subject through questionnaires, crosswords, and thematic games. The results showed a significant increase in student participation, motivation, and responsible attitude, confirming the effectiveness of Educaplay despite technical limitations such as internet access.
See studyMathematicsPrimaryIndonesia2026
Implementation of the PELITA Model and Educaplay Media to Improve Elementary Students' Critical Thinking and Problem-Solving Skills
Implementasi Model PELITA dan Media Educaplay dalam Meningkatkan Keterampilan Berpikir Kritis dan Pemecahan Masalah Siswa Sekolah Dasar
Latifatunnisa & Ratna Purwanti
Classroom action research published in 2026 in Walada: Journal of Primary Education (Indonesia) that combines the PELITA model with Educaplay activities to improve critical thinking and problem-solving in mathematics with 20 primary school students. The results reached the criteria of "very good" in teaching activity, "almost all students very active," "very skilled" in critical thinking, "very capable" in problem-solving, and "complete" in learning outcomes, proposing the combination as a sustainable innovation for the mathematics classroom.
See studySciencePrimaryIndonesia
Implementation of the Teams Games Tournament (TGT) Learning Model Assisted by Educaplay Media in IPAS Learning for Third Grade Elementary School
Implementación del modelo de aprendizaje Teams Games Tournament (TGT) con apoyo del medio Educaplay en el aprendizaje de IPAS en tercer grado de primaria
Agus Tiara Nur Khasanah et al.
Qualitative descriptive study with a phenomenological design carried out at SDN Klagenserut 01 (Indonesia) with 14 third-grade students. The Teams Games Tournament (TGT) model supported by Educaplay was applied for teaching IPAS (ecosystems). The results showed more active, enjoyable, and participatory learning, with improvements in conceptual understanding, social skills, cooperation, and responsibility, despite limitations in time and digital skills.
See studyForeign languagesOtherIndonesiawith data
Implementation of Educaplay Media as an Arabic Conversation Learning Innovation
Implementación del medio Educaplay como innovación en el aprendizaje de la conversación en árabe
Namiyah Fitriani et al.
Qualitative descriptive study carried out at the Madinatul Ulum Mumbang Islamic school (Indonesia) with 14 students in the Arabic program. The "Dialogue Game" feature of Educaplay was implemented using the Kitab Muhawaroh. The results showed greater interactivity, motivation, and vocabulary mastery, with completion times of 2 to 9 minutes. It is concluded that Educaplay is effective as a complementary innovative method in pesantren, provided there is teacher training and infrastructure.
See studyLanguage & literacySecondaryEcuadorwith data
Incidence of Educaplay as a gamified strategy in the teaching of metacognition techniques in language and literature for upper elementary school
Incidencia de Educaplay como estrategia gamificada en la enseñanza de técnicas de metacognición en lengua y literatura para básica superior
Dayana Magdalena Jiménez Díaz et al.
Experimental study with a mixed approach applied to eighth-, ninth-, and tenth-year students at the "Mena del Hierro" Private Educational Unit (Quito, Ecuador). Three metacognition techniques, "Word Search," "Self-reflection," and "Summary Ideas," were evaluated through Educaplay as a gamified strategy. The posttest results showed significant improvements in the three techniques, confirming their effectiveness in Language and Literature.
See studyMathematicsSecondaryEcuador2023
Incidence of Educaplay on the learning of geometry in eighth grade at the "Mitad del Mundo" Educational Unit
Incidencia de Educaplay en el aprendizaje de geometría en octavo año de educación en la Unidad Educativa "Mitad del Mundo"
Johanna Karina Fiallo Ortega & Gioconda Mariana Zúñiga Alarcón
Degree project with a mixed approach applied to eighth-year students at the Mitad del Mundo Educational Unit (Quito, Ecuador) between September 2023 and April 2024. Through pedagogical tests and surveys, the impact of Educaplay and gamification on the learning of geometry was evaluated. The results showed an increase in motivation, comprehension, and academic performance, confirming the usefulness of interactive digital tools.
See studyLanguage & literacyPrimaryEcuadorwith data
Influence of Educaplay on the construction of meaningful learning in the area of language and literature among 7th grade students at the Abdón Calderón educational unit, Quito 2025
Influencia de Educaplay en la construcción de aprendizajes significativos del área de Lengua y Literatura de los estudiantes de 7mo EGB de la Unidad Educativa "Abdón Calderón", Quito 2025
Betty Soledad Morocho Camacho
Quasi-experimental study with a single-group pretest-posttest design applied to seventh-grade EGB students at the "Abdón Calderón" Educational Unit (Quito, Ecuador). Through the non-parametric Wilcoxon test, significant differences were determined after the intervention with Educaplay. The students showed positive perceptions and improvements in comprehension, interest in reading, and writing, confirming the positive effect of the platform in Language and Literature.
See studyForeign languagesSecondaryPeruwith data
Influence of the use of the Educaplay platform on the development of text comprehension and production skills in the English area in 1st year secondary students of a private educational institution in Lima
Influencia del uso de la plataforma Educaplay en el desarrollo de las capacidades de comprensión y producción de textos en el área de inglés en alumnos de 1er. año de secundaria de una institución educativa particular de Lima
Nataly Rosario Pérez Salazar
Master's thesis with a quantitative approach and a quasi-experimental design (control and experimental groups) applied to first-year secondary school students at a private institution in Lima. A checklist, questionnaires, interviews, and a pretest-posttest were used. The experimental group increased its results after working with Educaplay, while the control group, using traditional methods, decreased its performance in comprehension and production of texts in English.
See studyScienceOther2026
Science Comics and Educaplay Associated With Cognitive Gains in Science Learning
Rutialianisa, R. & Ellianawati, E
Systematic literature review following the PRISMA 2020 guidelines that analyzed publication trends and synthesized findings on the use of science comics and the Educaplay quiz platform in relation to cognitive outcomes of science learning during the period 2021-2025, based on 22 eligible articles.
See studyMathematicsSecondaryIndonesia2025
T-Wave (Trigonometric Wave Adventure): Using the Educaplay Froggy Jumps game as a learning medium for special angles in trigonometry
T – Wave (trigonometrik wave adventure) pemanfaatan permainan froggy jumps Educaplay sebagai media pembelajaran sudut istimewa trigonometri
Abdullah, M. F. et al.
Design and development research (R&D with the ADDIE model) that develops T-Wave, a learning medium based on the Froggy Jumps game of Educaplay, to teach the notable angles of trigonometry in the first year of high school (phase E). The study seeks to assess its feasibility, appeal, and effectiveness.
See studyForeign languagesSecondaryIndonesia2026with data
The Effect of Using Educaplay on Learning Activity and Grades in Arabic Language Lessons at Ma'had Al-Hijrah
Ta'tsiru Istikhdami Educaplay 'ala an-Nasyat at-Ta'limu wa ad-Darajat fi Durus al-Lughah al-'Arabiyyah fi Ma'had al-Hijrah
Soba, A. et al.
Classroom action research with seventh-grade students at Al-Hijrah that evaluates the effectiveness of Educaplay in the Arabic language, collecting data through observation, interviews, and questionnaires. Scores improved significantly, from 25% before the intervention to 83% in the second cycle, thanks to the platform's interactive features.
See studyMathematicsInclusionOtherColombia2019with data
The Educaplay Interactive Platform for the Learning of Mathematics in Populations with Special Educational Needs
Salazar, L. A. S. et al.
Quasi-experimental single-group pretest-posttest study at the "Carmen Teresiano" school in San José de Cúcuta (Colombia) that implements pedagogical strategies based on Educaplay for mathematics learning in students with special educational needs. The posttest showed an increase in task execution, demonstrating the effectiveness of the intervention plan.
See studySocial studies & valuesPrimaryIndonesia2026with data
The Effect of a Game-Based Learning Model Using Educaplay on Elementary School Students' IPAS (Science) Learning Outcomes
efpritiara et al.
Quasi-experimental study with a nonequivalent control group design and 41 fourth-grade primary students (21 control, 20 experimental) on the learning of Indonesian cultural heritage with a game-based learning model supported by Educaplay. The results (t = 5.139 > 2.023; p = 0.00; N-Gain 0.70, 70.94%, high category) confirm a significant and sufficiently effective impact on learning outcomes.
See studyForeign languagesHigher / Teacher ed.Indonesia2024with data
The Effect of Educaplay-Assisted Online Assessment on Student Learning Motivation in Sanskrit Lectures in the Undergraduate Hindu Religious Education Study Program
Tristananda, P. W
Quasi-experimental study with a nonequivalent control group pretest-posttest design in third-semester students of the Hindu Religious Education degree, in Sanskrit classes. Online assessment assisted by Educaplay raised the mean of the experimental group (69.2 to 79.8) compared to the control group (67.3 to 69.7), with a significant difference in motivation (p=0.000).
See studySciencePrimaryIndonesia2026with data
The Effect of Educaplay on Learning Interest in Science (IPAS) at a Private Madrasah Ibtidaiyah
Rahmat Kahayanti, V. et al.
Pre-experimental quantitative study with 25 fourth-grade students at a private madrasah ibtidaiyah, on the IPAS (science) subject. It finds a positive and significant relationship between the use of Educaplay and interest in learning (R=0.607, strong correlation; F=13.416, sig. 0.001), with Educaplay contributing 36.8% of the interest.
See studyMathematicsSecondaryIndonesia2026with data
The Effect of the Educaplay-Assisted Problem Based Learning Model on Students' Mathematical Problem-Solving Ability in SPLDV in Class X of SMA Negeri 1 Medan
Sigalingging, A. et al.
Experimental quantitative study with a single-group pretest-posttest design and 30 high school students that evaluates a Problem-Based Learning model assisted by Educaplay in solving systems of linear equations with two variables. The mean rose from 41.7 to 67.1, with a significant difference (p<0.001) and a very large effect size (4.55).
See studyForeign languagesSecondaryIndonesia2026with data
The Effect of the Unscramble Words Feature in Educaplay on Seventh Grade Students' Understanding of Sentence Patterns at SMPN 13 Padang
Faira, J. & Hanifa, R
Pre-experimental quantitative study (single-group pretest-posttest) with 32 seventh-grade students at SMPN 13 Padang (Indonesia). After six sessions with the Unscramble Words feature of Educaplay, scores improved in a statistically significant way in the comprehension of English sentence patterns.
See studySocial studies & valuesPrimaryIndonesia2025with data
The effectiveness of Problem Based Learning assisted by Educaplay on Pancasila Education learning outcomes of elementary school students
Dayanti, A. Q. A. N. M. et al.
Quasi-experimental study with a nonequivalent control group and fifth-grade primary students that confirms that the Problem-Based Learning model with Educaplay significantly improves outcomes in Pancasila Education (t-test 0.000 < 0.05; N-Gain of 66% in the experimental group versus 39% in the control group).
See studySocial studies & valuesSecondaryIndonesia2026with data
The Implementation of Student-Centred Learning in the Merdeka Curriculum Through the Use of Educaplay
Malika, A. S. et al.
Qualitative descriptive study with a case study design (participant observation, expert validation, and documentation) that analyzes student-centered learning in the Merdeka curriculum through Educaplay in Pancasila Education in high school. The instruments developed reached an average validation of 98.75% (excellent), and features such as the interactive slideshow, the matching game, and froggy jumps increased student participation.
See studySocial studies & valuesPrimaryIndonesia2025with data
The Influence of the Teams Games Tournament Learning Model Using Educaplay Media on Elementary School Students' Understanding of Landscape Concepts
Tiara Tri Akhliah et al.
Quantitative study with a single-group pretest-posttest design and 27 third-grade primary students at SDN 008 Samarinda Ilir (Indonesia), which combines the TGT model with Educaplay in Social Sciences. The mean rose from 55 to 69.44, supporting the improvement in understanding of landscape concepts and in motivation.
See studyGeneralPrimaryPortugal2022
The Integration of the Digital Platform Educaplay in Interdisciplinary Paths in the 1st and 2nd Basic Education Cycles
Graça, V. et al.
Study, framed within a master's program and the IFITIC project of initial teacher training, on the integration of the Educaplay digital platform into interdisciplinary itineraries of the 1st and 2nd cycles of Basic Education in Portugal, with a transdisciplinary approach oriented toward the holistic development of the child.
See studySocial studies & valuesSecondaryIndonesia2025
The Use of Interactive Learning Media of Educaplay Games in Increasing Students' Learning Motivation in Islamic Cultural History Subjects
Kamilatuzahra, K. & Istiqomah, S
Qualitative field study at MTs Jam'iyyatul Khair Ciputat (Indonesia), with data from observation, interviews, documentation, and questionnaires with administrators, teachers, and four eighth-grade students. The implementation of the Educaplay game in the History of Islamic Culture (SKI) proceeded effectively and increased student motivation (curiosity, enthusiasm, and discipline).
See studySocial studies & valuesOtherIndonesia2026
A Literature Review on the Use of Educaplay Interactive Learning Media in Hindu Religious Education for Generation Z
Tinjauan Literatur Tentang Pemanfaatan Media Pembelajaran Interaktif Educaplay dalam Pendidikan Agama Hindu untuk Generasi Z
Widiantari, M. et al.
Literature review using a matrix synthesis technique that analyzes the use of Educaplay as an interactive medium in Hindu religious education for Generation Z in Indonesia. It concludes that success depends on the technological readiness of teachers, the development of content aligned with Hindu values, and adequate digital infrastructure; it proposes strategies such as teacher training and structured interactive activities.
See studyForeign languagesOther2025
Didactic Unit: Preparation for the DELE B1 with Mizou and Educaplay
Unidad Didáctica. Preparación para el DELE B1 con Mizou y Educaplay
Cardeñosa García, I. & Wang, X
Work that describes the design and rationale of an eight-session teaching unit to prepare for the DELE B1 exam (according to the CEFR), integrating the Mizou AI chatbot platform (to simulate reading comprehension and written and oral expression tests) with Educaplay for gamified activities and interactive listening comprehension tests with asynchronous feedback, with the aim of reducing anxiety about the exam format.
See studyGeneralHigher / Teacher ed.2025
Use of the Educaplay platform in the context of professional education
Virgino Soares, N. A
Experience report on the use of Educaplay as a pedagogical tool in professional education classes in the management area, applying educational games with mobile devices in traditional classrooms following the PDCA cycle; the results indicated that integrating games increased student engagement and contributed to learning, despite connectivity and device challenges.
See studyForeign languagesSecondaryVietnam2026with data
Using the Educaplay platform to enhance high school students' listening skills
Ngoc Phuong, T. & Anh, L. T
Study with 30 secondary school students at an institute for gifted students (Thai Nguyen), with 15 in the experimental group who practiced listening comprehension with Educaplay for five weeks, measuring improvement and attitude through pre/posttests and questionnaires; the results indicated some improvement in listening skills and a high appreciation of the platform, with 80% of the experimental group willing to continue using it.
See studyMathematicsSecondaryEcuador2026with data
Use of interactive activities designed in Educaplay for learning integers
Uso de actividades interactivas diseñadas en Educaplay para el aprendizaje de números enteros
Valdiviezo Valdiviezo, Y. L. & Ilbay Cando, J. P
Quantitative quasi-experimental field study with two groups (control and experimental) of 44 students each in the eighth year of General Basic Education in Riobamba (Ecuador), with 20 sessions of 40 minutes over two and a half months, that evaluated the contribution of Educaplay interactive activities to the learning of integers; both groups improved (final average 7.17 in the control group and 7.72 in the experimental group) and the Mann-Whitney U test was applied.
See studyLanguage & literacyPrimaryEcuador2026
Use of the Educaplay Educational Platform in the Literacy Process of Primary Education Students (ISCED Level 1)
Uso de la plataforma educativa Educaplay en el proceso de lectoescritura en estudiantes de educación primaria (nivel ISCED 1)
Pesántez-Carmona, E. & Cevallos-Benavides, D
Mixed methods research with a sequential transformative design (DITRAS) at a public school in Cuenca (Ecuador) with primary students who have literacy difficulties. A pedagogical intervention based on the TPACK model and on constructivism/constructionism was designed, integrating Educaplay as a technological resource for interactive activities.
See studySocial studies & valuesPrimaryIndonesia2026with data
Validity of Educaplay Interactive Learning Media in Pancasila Education for Grade V Primary School
Validitas media pembelajaran interaktif Educaplay pada pembelajaran pendidikan Pancasila kelas V sekolah dasar
Rohmawati, A. A. et al.
Research and development (R&D) study following the ADDIE model (up to the development phase) that analyzes the validity of an interactive learning medium based on Educaplay for Pancasila Education in fifth grade of primary school. Validation reached 100% (media expert), 96% (subject-matter expert), and 82% (language expert), with an average of 93%, categorized as "very valid."
See studyScienceHigher / Teacher ed.Spainwith data
Influence on anatomy learning of two "web based" programs (Concept Master and Educaplay)
Influencia en el aprendizaje de anatomía de dos programas "web based" (Concept Master y Educaplay)
María Concepción Garrido Astray et al.
Teaching experience with 22 first-year Physiotherapy students in the "Anatomy of the Locomotor System and Nervous System" subject at the European University of Madrid. Two web tools were used: Concept Master (interactive anatomical images and diagrams) and Educaplay (crosswords and matching exercises). The results of the satisfaction survey showed that 91% of students considered that the tools improved their learning, 82% stated that they had improved their comprehension, and 100% positively valued the Concept Master images.
See studyLanguage & literacyOtherEcuador2026with data
Digital Innovation Using Educaplay in Language and Literature Teaching for Students with Incomplete Schooling
Innovación digital mediante Educaplay en la enseñanza de Lengua y Literatura en estudiantes con escolaridad inconclusa
Betsy Mirley Biler Franco et al.
Mixed non-experimental, descriptive, and field study published in 2026 in the Revista Multidisciplinar G-ner@ndo (Ecuador) on the contribution of Educaplay to the teaching of Language and Literature in 30 students of Education for Young People and Adults (EPJA) with incomplete schooling. Using Likert surveys, observation sheets, and semi-structured interviews, it recorded greater participation during the interactive activities, improvement in performance between pretest and posttest, and a favorable assessment of the tool, concluding that it strengthens communication skills and motivation in this understudied group.
See studyMathematicsSecondaryEcuador2026with data
Integration of Gamification with EducaPlay in the Development of Mathematical Competencies in Basic Education
Integración de la gamificación con EducaPlay en el desarrollo de competencias matemáticas en Educación Básica
Emely de los Ángeles Miranda Zambrano et al.
Applied and cross-sectional quasi-experimental study, with a constructivist and mixed approach, published in 2026 in the Revista Iberoamericana de Investigación en Educación (RIIED) on gamification with Educaplay to develop mathematical skills in the eighth year of Basic Education. Using observation, documentary review, and validated surveys (Cronbach's alpha 0.904) and the Wilcoxon signed-rank test, it raised averages from an initially deficient range (1.83-2.47) to levels of excellence (3.93-4.57), with two-tailed significance of 0.000: the gamified intervention eliminated the low ratings and enhanced problem-solving and the understanding of abstract concepts.
See studyForeign languagesHigher / Teacher ed.Spain2021with data
Integrating technology into ESP instruction: a case study with Educaplay
Iryna Mykytka et al.
Case study conducted with 82 university students from the Physiotherapy, Occupational Therapy, and Architecture degrees at the Catholic University of Murcia (UCAM) during the 2021-22 academic year, in the English for Specific Purposes (ESP) subject. Forty-four activities were created in Educaplay to work on specialized vocabulary and grammar. The results showed improvement in grades (M=7.7 compared to M=6.9 the previous year), high motivation (M=4.1), and an overall rating of 4.5/5. 84% of students would like to use Educaplay in other subjects.
See studyForeign languagesPrimaryIndonesia2025with data
Investigating Educaplay as Game-Based Learning in Teaching English Vocabulary to Young Learners
Mohammad Imam Ma'arif et al.
Pre-experimental single-group study published in 2025 in the Indonesian Journal of Language Education, Applied Linguistics and Literature (Indonesia) with 32 fifth-grade primary students, which measured with a pretest and posttest the effect of Educaplay on English vocabulary mastery. It found no significant differences between means (the authors attribute this to the short implementation time and to differences between test formats), although the learning environment became more interactive and enjoyable. Valuable as an honest counterexample within the corpus: it documents conditions in which the tool is not enough on its own.
See studyMathematicsEarly childhoodEcuador2026with data
The Digital Tool Educaplay in the Academic Performance of Preparatory-Level Students
La herramienta digital Educaplay en el rendimiento académico de los estudiantes del subnivel de Preparatoria
María Karol Menéndez-Baque et al.
Quasi-experimental study published in 2026 in the Revista Episteme & Praxis (Ecuador) on the effect of Educaplay on the logical-mathematical relations of children aged 5-6 in the Preparatory sublevel, a stage with scarce scientific output on playful digital resources. With 28 students (12 experimental, 16 control), a pretest-posttest, and the Mann-Whitney U test, it found significant differences (U = 50.0; p = 0.009), with a median of "Achievement" in the experimental group compared to "In progress" in the control group. It concludes that Educaplay, with a gamified approach and teacher mediation, favors early logical-mathematical learning.
See studyLanguage & literacyPrimaryEcuador2024with data
The Educaplay platform and the teaching-learning process in Basic Education
La Plataforma Educaplay y el proceso de enseñanza-aprendizaje en Educación General Básica
Odalis Giscela Ramírez Zuñiga et al.
Applied research at the Ecuadorian Basic Education School (Liceo Ecuatoriano) during the third trimester of the 2024-2025 school year, with 7 sixth-grade EGB students (ages 10-12) and one teacher. A methodological guide for applying the Educaplay platform was designed and implemented for teaching Language and Literature, with activities such as video quiz, matching columns, dictations, dialogues, and memory games in the units "The Fantastic Tale," "Autobiography," and "Calligrams, Riddles." The results showed a significant increase in grades (pretest 7.99 → posttest 9.64), rising from 28.6% to 71.4% of students who master the learning objectives. Published in Revista Pentaciencias, Vol. 7, No. 3, April-June 2025.
See studyGeneralHigher / Teacher ed.Peru2019with data
The Educaplay educational platform and ICT competence in teachers of Network 07, UGEL 02, Independencia, 2019
La plataforma educativa Educaplay y la competencia TIC en los docentes de la Red 07, UGEL 02, Independencia, 2019
Orlando Rafael Romero Mejia
Master's thesis in Educational Administration (César Vallejo University, Lima 2019) that determines the relationship between the Educaplay educational platform and ICT competence in 119 teachers of Network 07, UGEL 02, Independencia (Peru). Quantitative, correlational, non-experimental, and cross-sectional research, with two validated questionnaires (Cronbach's Alpha 0.825 and 0.884). The results (Spearman's Rho = 0.234; p = 0.010) show a direct and significant relationship between both variables, although at a very low level of correlation.
See studyGeneralPrimaryEcuador2021with data
The Educaplay educational platform and its incidence in the teaching-learning process at the Ismael Pérez Pazmiño Basic Education School in the Pedro Carbo canton
La plataforma educativa Educaplay y su incidencia en el proceso de enseñanza-aprendizaje en la Escuela de Educación Básica Ismael Pérez Pazmiño del cantón Pedro Carbo
Luis Alfonso Espinoza Torres
Master's thesis (Universidad Estatal de Milagro, Ecuador, 2021) with a quantitative correlational-causal approach, applied to a sample of 263 people from the Ismael Pérez Pazmiño School. Using Pearson's Chi-square test, it confirmed that the Educaplay platform has a significant impact on the teaching-learning process.
See studySocial studies & valuesSecondaryEcuador2021with data
The Educaplay educational platform and its impact on the formative assessment of Social Studies, in ninth-year students of Upper General Basic Education at Unidad Educativa Ec. Abdón Calderón Muñoz, 2020-2021 school year
La plataforma educativa Educaplay y su incidencia en la evaluación formativa de la asignatura de Estudios Sociales, de los estudiantes de Noveno año de Educación General Básica Superior, de la Unidad Educativa Ec. Abdón Calderón Muñoz, periodo lectivo 2020-2021
Víctor Hugo Jiménez Mora
Master's thesis in Education (UNEMI, 2021) with 76 students in the 9th year of Upper Basic General Education. A quantitative, explanatory-correlational, non-experimental study with a Likert survey and an interview (Aiken's V = 0.98; Cronbach's Alpha = 0.85). Pearson's R (p=0.047; R=0.253) confirms a significant impact of Educaplay on the formative assessment of Social Studies.
See studyGeneralSecondaryEcuador2026with data
The Use of Educaplay and Its Influence on Learning Motivation Among High School Students at the Nicolás Infante Díaz Educational Unit
La utilización del Educaplay y su influencia en la motivación del aprendizaje en los estudiantes del bachillerato de la unidad educativa Nicolás Infante Díaz
Elsa Petrona Paucar Viñan et al.
A quantitative study with qualitative elements, descriptive, non-experimental and cross-sectional, published in 2026 in Arandu UTIC (Ecuador), which analyzes the influence of Educaplay on learning motivation in high school at the Nicolás Infante Díaz Educational Unit in Quevedo. Of a population of 120 students, 92 participated; the results support incorporating gamified strategies to spark interest and active participation in digital environments, positioning Educaplay as a motivational lever in secondary education.
See studyLanguage & literacyPrimarySpain
Educational applications as a motivating method of teaching and learning in sixth grade of primary school: an intervention proposal with Educaplay and Nearpod
Las aplicaciones educativas como método motivador de enseñanza y aprendizaje en sexto de primaria: una propuesta de intervención con Educaplay y con Nearpod
Víctor Fernández González
There is skepticism about whether Educaplay truly motivates primary school students more than the traditional method, despite being considered a beneficial teaching tool. An intervention proposal is designed for 6th grade that uses Educaplay to work on the morphological and syntactic analysis of Spanish Language through gamified activities (word searches, crosswords, word wheels, quizzes, Froggy Jumps, filling in sentences and matching columns), testing its motivational capacity in the classroom.
See studyLanguage & literacyHigher / Teacher ed.Ecuador2021with data
The Educaplay and Genially Technological Tools and Their Impact on Students' Formative Assessment in Language and Literature
Las herramientas tecnológicas Educaplay y Genially y su incidencia en el proceso de evaluación formativa de los estudiantes en el área de Lengua y Literatura
Sabrina Patricia Solórzano Mejía
Master's thesis in Education (specialization in Educational Technology and Innovation) defended in 2021 at the Universidad Estatal de Milagro (Ecuador), supervised by Mirtha Manzano Díaz. It seeks to determine the impact of Educaplay and Genially on the formative assessment of Language and Literature at the José Elías Altamirano Basic Education School (Guayaquil) during the 2020-2021 period. It applied an observational guide and a questionnaire validated by 7 expert judges (Aiken's V = 0.97; Cronbach's alpha = 0.854) to the school's 32 teachers. It found that 56% of teachers are proficient in Educaplay compared to 47% who are proficient in Genially, and that Educaplay is the most used (72%); nevertheless, although 81% are aware that assessment should occur throughout the entire process, a large portion do not consider these tools suitable for formative assessment, with a low positive correlation between variables (Spearman's Rho = 0.365; p = 0.04).
See studySocial studies & valuesPrimaryIndonesia2026with data
Educaplay Game-Based Learning Media to Increase Learning Interest in the Pancasila Subject in Elementary School
Media Pembelajaran Berbasis Game Educaplay untuk Meningkatkan Minat Belajar pada Mata Pelajaran Pancasila SD
Ni Komang Ayu Suandenik et al.
A research and development (R&D) study published in 2026 in Elementary: Jurnal Inovasi Pendidikan Dasar (Indonesia) that develops a game-based learning medium using Educaplay for the Pancasila subject (Indonesian civic education) and analyzes its validity, practicality and effectiveness. Using the ADDIE model, participants included 2 media experts, 2 content experts, 2 teachers, 6 students in the small-group trial and 33 fourth-grade students from SDN Sekaan in the effectiveness test. The medium proved highly valid (3.73 and 3.70 out of 4 according to experts), highly practical (3.60 teachers; 3.58 students) and effective, with a significant improvement in interest in learning (Sig. = 0.000).
See studyLanguage & literacyPrimaryColombiawith data
Mediation of the Educaplay platform for the learning of reading comprehension in third-grade students
Mediación de la plataforma Educaplay para el aprendizaje de la comprensión lectora en estudiantes del grado tercero
Maryury Vargas López
An Action Research study with 28 third-grade students at the María Concepción Loperena School (Cúcuta) who showed low reading comprehension rates and scant use of ICT in the classroom. An action plan was implemented with four teaching sequences mediated by Educaplay (myths, legends, stories, riddles, crosswords and word searches); the final test showed improvements at the literal (42.9% → 46.4%), inferential (17.9% → 21.4%) and critical (14.3% → 25%) levels, reducing the share of students with no correct answer from 25% to 7.1%.
See studyGeneralHigher / Teacher ed.Colombia2017with data
Improvement of techno-pedagogical competences of teachers in the Humanities area of 9th grade through Educaplay, in three official institutions of the municipality of Piedecuesta
Mejoramiento de competencias tecno-pedagógicas de docentes del área de Humanas 9° mediante Educaplay, en tres instituciones oficiales del municipio de Piedecuesta
Carmen Cecilia Burgos Correa
A quantitative quasi-experimental study (2017-2018) in three public institutions in Piedecuesta (Santander, Colombia) evaluating the influence of Educaplay on the pedagogical practices of 9th-grade Humanities teachers. It applied a pre-test, post-test, surveys and interviews across three phases (diagnosis, implementation and validation), showing through the Wilcoxon test that the use of ICT via Educaplay significantly influences pedagogical practices, although the need for networks and continuous training persists.
See studySocial studies & valuesSecondaryEcuadorwith data
Optimization of the Teaching-Learning Process in History through Educaplay at Hipólito Amador Loaiza Dávila Educational Unit
Optimización del Proceso de Enseñanza-Aprendizaje en Historia mediante Educaplay en la Unidad Educativa Hipólito Amador Loaiza Dávila
Sisalima-Morocho, Krupskaya Ximena et al.
Faced with low performance in high school History using traditional methods, Educaplay was incorporated with 13 students and 6 teachers. The average rose from 6.38 to 8.92 (Wilcoxon p=0.002) and 90% of students rated the platform as effective.
See studyMathematicsSecondaryEcuadorwith data
Optimization of the Teaching-Learning Process in Mathematics through Educaplay at Unidad Educativa 17 de Septiembre
Optimización del Proceso de Enseñanza-Aprendizaje en Matemáticas mediante Educaplay en la Unidad Educativa 17 de septiembre
Kleber Andrés Mora Guevara
A mixed-methods quasi-experimental study with 13 first-year high school students and 6 teachers at the 17 de Septiembre Educational Unit. A pretest, posttest, Likert surveys and focus groups were applied to evaluate the impact of Educaplay on the teaching of Mathematics. The average rose from 6.38 to 8.92, the Wilcoxon test (p=0.002) confirmed a significant improvement and Cronbach's Alpha (0.89) validated the survey; more than 85% perceived that Educaplay facilitated comprehension and 90% reported greater motivation.
See studyGeneralHigher / Teacher ed.Indonesia2026with data
Training in Developing Educaplay Web-Based Educational Games at SD Negeri 064023 Medan Tuntungan
Pelatihan Pengembangan Game Edukasi Berbasis Web Educaplay di SD Negeri 064023 Medan Tuntungan
Patri Janson Silaban et al.
A university outreach article published in 2026 in Jurnal Pengabdian Masyarakat Tjut Nyak Dhien (Indonesia) that documents a training program to improve the competence of teachers at the SD Negeri 064023 primary school in Medan Tuntungan in developing educational games with Educaplay. Using a participatory training approach (talks, demonstrations, hands-on practice, mentoring and evaluation through questionnaires, observation and interviews) with six teachers, all participants created their Educaplay account and developed at least one educational game, with 100% attendance, improved knowledge, practical skills and technological confidence, and a stated willingness to apply Educaplay in the classroom.
See studySocial studies & valuesSecondaryIndonesia2026
Use of the Educaplay Digital Platform in the Aqidah Akhlak Subject at MTs Negeri 3 Banyumas
Pemanfaatan Platform Digital Educaplay pada Mata Pelajaran Akidah Akhlak di MTs Negeri 3 Banyumas
Azka Khusnia Tunni'mah
An undergraduate thesis (skripsi) presented in 2026 at the State Islamic University Prof. K.H. Saifuddin Zuhri of Purwokerto (Indonesia) that describes the use of Educaplay as a teaching medium in the subject of Aqidah Akhlak (Islamic belief and morals) at the religious secondary school MTs Negeri 3 of Banyumas. With a descriptive qualitative approach (observation, interviews and documentation, with triangulation of sources and techniques), it confirms that Educaplay is used as an interactive, gamification-based medium across the various phases of the lesson, from the opening to the assessment, and that its use provides a clear picture of student engagement in responding to the activities presented.
See studySocial studies & valuesSecondaryIndonesia2026
Use of Educaplay-Based Learning Technology in the Assessment of Fiqh Learning at MTsN 2 Pamekasan
Pemanfaatan Teknologi Pembelajaran Berbasis Educaplay dalam Evaluasi Pembelajaran Fiqih di MTsN 2 Pamekasan
Abd. Mukhid et al.
A descriptive qualitative study published in 2026 in EduTech: Jurnal Teknologi Pendidikan (Indonesia University of Education) on the use of Educaplay in the assessment of the Fiqh subject (Islamic jurisprudence) at the MTsN 2 school in Pamekasan. Through interviews, observation and documentation with the Fiqh teacher and the students of class 7F, it finds that Educaplay, especially its Froggy Jumps game, makes assessment more lively, engaging and dynamic, with more enthusiastic and motivated students, and allows the teacher to monitor progress in real time. It notes as challenges the unstable connection, the limited number of devices and the low technological fluency, which the teacher mitigates by dividing groups and giving extra time when technical failures occur.
See studyGeneralHigher / Teacher ed.Indonesia2026with data
Elementary School Teacher Mentoring in Utilizing Educaplay Interactive Media Innovations in the Digital Era to Enhance Learning Quality at SDN 3 Tanjung Pecinan
Pendampingan Guru Sekolah Dasar dalam Pemanfaatan Inovasi Media Interaktif Educaplay di Era Digital untuk Meningkatkan Kualitas Pembelajaran di SDN 3 Tanjung Pecinan
Vidya Pratiwi et al.
A university outreach article published in 2026 in the journal of the Abdurachman Saleh University of Situbondo (Indonesia, vol. 2, no. 2) that explores the mentoring of teachers at the SDN 3 Tanjung Pecinan primary school in the use of the interactive medium Educaplay. Using the participatory action research (PAR) method in three phases (problem identification, Educaplay training and reflective evaluation), it found that teachers faced difficulties integrating technology and that, after the sessions, 80% managed to create interactive materials such as games and quizzes that increased student participation, in addition to strengthening teachers' confidence in the use of educational technology.
See studyLanguage & literacyPrimaryIndonesia2026
Implementation of Educaplay as an Interactive Medium in Basic Vocabulary Learning for Fourth-Grade Students of SD Negeri Banyuagung 1 Surakarta
Penerapan Educaplay Sebagai Media Interaktif dalam Pembelajaran Kosakata Dasar Siswa Kelas IV SD Negeri Banyuagung 1 Surakarta
Mukti Bayu Pamungkas & Sukartono
A descriptive qualitative case study published in 2026 in Jurnal Publikasi Pendidikan (Indonesia) that describes the planning, application and facilitating and inhibiting factors of using Educaplay to teach basic vocabulary in 4th grade of primary school. Using observation, interviews and documentation (4th-grade teacher, principal and 27 students) and Miles and Huberman analysis, it finds that planning was structured into modules in accordance with the Merdeka Curriculum and that Educaplay generated more interactive and fun classes with greater active involvement. The facilitating factors were the availability of devices, teacher competence and motivation; the main obstacle was network instability, addressed by strengthening the infrastructure and managing bandwidth.
See studyForeign languagesSecondaryIndonesia2026with data
Implementation of the Educaplay Game “Froggy Jumps” as an Interactive Medium for Learning Arabic at MA Darul Faizin
Penerapan Game Educaplay “Froggy Jumps” sebagai Media Interaktif Pembelajaran Bahasa Arab di MA Darul Faizin
M. Waviyul Ahdi et al.
A study published in 2026 in Al-I'roby: Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban (Indonesia, vol. 3, no. 1, pp. 18-28) on the use of Educaplay's Froggy Jumps game to increase the interaction of religious secondary school students (madrasah aliyah) when learning Arabic. Following a process of needs analysis, medium design, implementation and evaluation of its effectiveness, the results show that this game, which combines entertainment and education, significantly increases participation and interaction, and that students are more enthusiastic and active in understanding Arabic vocabulary and sentence structure, concluding that it is an effective tool for foreign language learning.
See studySocial studies & valuesPrimaryIndonesia2026
Application of Canva Digital Media and the Educaplay Interactive Game to Improve Understanding of Indonesian Culture in Elementary School Students
Penerapan Media Digital Canva dan Game Interaktif Educaplay untuk Meningkatkan Pemahaman Budaya Indonesia pada Siswa Sekolah Dasar
Fahmi Izhari et al.
A university outreach article published in 2026 in Sidena: Jurnal Sinergi Digital dan Pemberdayaan Masyarakat (Indonesia) that applies Canva to present content and Educaplay as a playful assessment on Indonesian cultural diversity at the SD Negeri 200510 primary school in Padangsidimpuan. Using a participatory learning and training approach (needs observation, preparation and presentation of materials with Canva, game-based assessment with Educaplay, evaluation and reflection) and descriptive quantitative and qualitative analysis, it recorded improvements in engagement, enthusiasm and courage to answer questions, signs of better comprehension, and concludes that integrating both media achieves more interactive, fun and student-centered learning that is easy for primary school teachers to replicate.
See studySocial studies & valuesPrimaryIndonesia2026
Implementation of Educaplay Media to Increase Students' Learning Motivation in the Qur'an-Hadith Subject in Grade V at MI NU Putri Malang
Penerapan Media Educaplay dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran Al-Qur’an Hadis Kelas V di MI NU Putri Malang
Nur Septia Putri Kirana
An undergraduate thesis (skripsi) presented in 2026 at the State Islamic University Maulana Malik Ibrahim of Malang (Indonesia), supervised by Ruma Mubarak, that describes how Educaplay raises motivation in the Qur'an and Hadith subject in 5th grade of the MI NU Putri Islamic primary school in Malang, where low enthusiasm and participation were detected. With a descriptive qualitative approach (observation, interviews and documentation with the teacher and students; Miles and Huberman analysis with triangulation), it finds that the application was developed in planning, execution and evaluation phases, and that the teacher made use of interactive quizzes, matching activities, crosswords and word searches adapted to the syllabus to create a more interactive and motivating environment.
See studySocial studies & valuesSecondaryIndonesia2026with data
Implementation of Educaplay Game Media to Increase Students' Learning Interest in the Fiqh Subject at an Islamic Senior High School
Penerapan Media Game Educaplay untuk Meningkatkan Minat Belajar Siswa pada Mata Pelajaran Fiqh di Madrasah Aliyah
Cindy Amelia Umarella Putri & Ainun Nadlif
A quasi-experimental study published in 2026 in Edutech: Jurnal Inovasi Pendidikan Berbantuan Teknologi (Indonesia) that analyzes the effect of Educaplay on interest in the Fiqh subject (Islamic jurisprudence) at the Madrasah Aliyah Darul Fikri. With a pretest-posttest design with a nonequivalent control group, 40 students distributed into experimental and control groups, and a validated Likert-type interest questionnaire, the independent t-test yielded significant differences (Sig. = 0.000) and the average increase in interest was much higher in the experimental group (18.83 versus 4.10), reinforced by the Mann-Whitney test. It concludes that the Educaplay game makes learning Fiqh more interactive, engaging and fun.
See studyForeign languagesSecondaryIndonesia2026
Implementation of Educaplay-Based Gamification Media in Arabic Language Learning in Grade VIII at MTs N 2 Kudus
Penerapan Media Gamifikasi Berbasis Educaplay dalam Pembelajaran Bahasa Arab pada Kelas VIII di MTs N 2 Kudus
Amelia Kusuma Wardani et al.
A descriptive qualitative study published in 2026 in Jurnal Pena Emas (Indonesia) on gamification with Educaplay in the 8th-grade Arabic classes of the MTs N 2 religious secondary school in Kudus, where students face linguistic and non-linguistic challenges since it is not their native language. Using interviews with the teacher and students, observation and documentation, and analysis through data reduction, data presentation and conclusions, it finds that with Educaplay students participate more enthusiastically and the classroom becomes more active. The facilitating factors were adequate infrastructure, the appropriate choice of medium and the desire to learn; the obstacles were the unstable network and the insufficient number of projectors and mobile phones.
See studySocial studies & valuesSecondaryIndonesia2026with data
Implementation of Educaplay-Based Learning Media to Improve Student Learning Outcomes in the Islamic Cultural History (SKI) Subject
Penerapan Media Pembelajaran Berbasis Educaplay untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran SKI
Syifa Nur Fauziah et al.
A quasi-experimental study published in 2026 in Diajar: Jurnal Pendidikan dan Pembelajaran (Indonesia, vol. 5, no. 2, pp. 584-595) that analyzes the effect of Educaplay on outcomes in the History of Islamic Culture (SKI). With a nonequivalent control group design, 17 students per group and pre/post tests of 16 questions, the experimental class went from 40.47 to 86.53 points compared to the control group's advance from 47.94 to 60.24; the independent t-test was significant (0.001 < 0.05) and the normalized N-Gain was 0.78 (high) versus 0.23 (low). The observation of the implementation was rated as good (83 teachers; 79 students). It concludes that Educaplay significantly influences the improvement of outcomes.
See studySocial studies & valuesSecondaryIndonesia2026with data
Implementation of Learning Media Using the Educaplay Educational Game to Improve Concept Understanding of Grade XI Social Sciences Students at MAN 1 Situbondo
Penerapan Media Pembelajaran Menggunakan Game Edukasi Educaplay untuk Meningkatkan Kemampuan Pemahaman Konsep Siswa Kelas XI IPS 1 di MAN 1 Situbondo
M. Farros Al Alimi et al.
Classroom action research published in 2026 in Jurnal Pengabdian Masyarakat dan Riset Pendidikan (Indonesia) that evaluates the use of the Educaplay educational game to improve the understanding of Economics concepts in 11th grade social sciences at MAN 1 in Situbondo. Following the Kemmis and McTaggart model in two cycles (planning, action, observation and reflection) with 15 students and data collection through observation, tests and documentation, comprehension went from an initial 71% (insufficient category) to 75% in cycle I and 92% in cycle II (very good comprehension). It concludes that Educaplay is effective for improving conceptual understanding and creating more active, interactive and participatory Economics classes.
See studySocial studies & valuesPrimaryIndonesia2026with data
Implementation of the Active Learning Model Assisted by Educaplay Learning Media to Increase Learning Interest in Islamic Religious Education and Character at Grade VA of SDN 23 Batara Palopo
Penerapan Model Pembelajaran Active Learning Berbantuan Media Pembelajaran Educaplay dalam Meningkatkan Minat Belajar pada Pendidikan Agama Islam dan Budi Pekerti di Kelas VA SDN 23 Batara Palopo
Nur Cholis Arif et al.
Classroom action research published in 2026 in Indo-MathEdu Intellectuals Journal (Indonesia) prompted by low engagement and interest in Islamic Religious Education in 5th grade of SDN 23 Batara (Palopo), attributed to monotonous methods and a scarcity of interactive media. Following the Kurt Lewin model in two cycles (planning, action, observation and reflection) with 13 students and data from observation, interviews and questionnaires, learning activities increased from 67.30% in cycle I to 96.15% in cycle II and interest from 69.47% to 78.50%. It concludes that active learning supported by Educaplay is effective for raising student activity and interest.
See studyLanguage & literacyPrimaryIndonesia2025
Implementation of the Problem Based Learning Model Assisted by Chromebook and Educaplay to Improve Indonesian Language Learning Outcomes in Grade 4 at SD Negeri Celukan Bawang
Penerapan Model Pembelajaran Problem Based Learning Berbantu Chromebook dan Educaplay untuk Meningkatkan Hasil Belajar Bahasa Indonesia Kelas 4 SD Negeri Celukan Bawang
Ni Putu Meldania Bestari et al.
Classroom action research published in 2025 in Suluh Pendidikan: Jurnal Ilmu-Ilmu Pendidikan (Indonesia, vol. 23, no. 1, special issue) that evaluates the effectiveness of problem-based learning (PBL) supported by Chromebooks and Educaplay to improve Indonesian language outcomes of 28 4th-grade students at SD Negeri Celukan Bawang. Across two cycles with performance tests, observation of teacher and student activity and documentation, the average grade rose from 64.21 in the pre-cycle to 82.14 in cycle II. The Chromebooks facilitated access to materials and exercises, and Educaplay provided interactive stimuli that raised motivation and conceptual understanding, concluding that the combination is effective.
See studyLanguage & literacySecondaryIndonesia2026with data
Implementation of the Educaplay Web-Based POE2WE Model to Improve Persuasive Speech Text Reading Skills of Grade VIII Students at SMP Nurul Ulum Semarang
Penerapan Model POE2WE Berbasis Web Educaplay dalam Meningkatkan Keterampilan Membaca Teks Pidato Persuasif Siswa Kelas VIII SMP Nurul Ulum Semarang
Inayatul Muyassaroh & Aida Azizah
Classroom action research published in 2026 in Jurnal Pendidikan Bahasa dan Sastra Indonesia (vol. 14, no. 2, pp. 149-156) that combines the POE2WE teaching model (prediction, observation, explanation, elaboration, writing and evaluation) with Educaplay to work on reading persuasive discourse texts in the Indonesian language. With a qualitative approach in two cycles, 33 8th-grade students at SMP Nurul Ulum in Semarang and test and non-test techniques (observation, interviews and documentation), reading skills improved to reach an average grade of 87.4 in the second cycle. It concludes that combining POE2WE with Educaplay's interactive and multimedia resources increases student engagement and comprehension.
See studyScienceSocial studies & valuesPrimaryIndonesia2026with data
The Effect of Educaplay in Improving Learning Outcomes in Natural and Social Sciences (IPAS) for Grade III Students of SDN Tanjung Jati 2 in the Era of Globalization
Pengaruh Educaplay dalam Meningkatkan Hasil Belajar pada Pembelajaran IPAS Siswa Kelas III SDN Tanjung Jati 2 di Era Globalisasi
Mid'hat Hidayat et al.
A pre-experimental study published in 2026 in Didaktik: Jurnal Ilmiah PGSD STKIP Subang (Indonesia) that measures the effect of Educaplay on outcomes in the integrated Natural and Social Sciences subject (IPAS) in 3rd grade of primary school. With a single-group pretest-posttest design, 13 students from SDN Tanjung Jati 2 and performance tests analyzed with the paired-samples t-test in SPSS, the average score went from 5.46 to 6.23 and the difference was significant (p = 0.002 < 0.05). It concludes that Educaplay has a positive and significant effect on outcomes and proposes it as an innovative and interactive medium to support teaching activities in primary school.
See studyMathematicsPrimaryIndonesiawith data
Influence of the Educaplay Game on Mathematics Learning Outcomes in Multiplication and Division Material for Second Grade of SD Negeri 36 Palembang
Pengaruh Game Educaplay terhadap Hasil Belajar Matematika pada Materi Perkalian dan Pembagian Kelas II SD Negeri 36 Palembang
Euis Puspitasari et al.
The 2nd-grade students at SD Negeri 36 Palembang showed low performance and boredom with multiplication and division taught through traditional lecture-based methods. A quasi-experimental study with a nonequivalent control group design (20 students in each group) introduced the Educaplay game in the experimental group: the posttest average reached 84.30 versus 78.00 for the control group, confirming a significant influence of Educaplay on the improvement of the understanding of these mathematical topics.
See studyMathematicsPrimaryIndonesia
Influence of the Educational Game Educaplay on Subtraction Calculation Ability in Second Grade Students of SDN 211 Palembang
Pengaruh Game Edukasi "Educaplay" terhadap Kemampuan Berhitung Pengurangan pada Siswa Kelas 2 SDN 211 Palembang
Siska et al.
The 2nd-grade students at SDN 211 Palembang had serious difficulties solving subtractions because the classes relied only on the teacher's explanations and popsicle sticks as the sole material. A group that learned with Educaplay was compared with another using the traditional method: those who used Educaplay obtained a much higher average grade (87 versus 42), demonstrating that the game clearly improves their subtraction ability.
See studySciencePrimaryIndonesia2026with data
The Effect of Educaplay Digital Media on the Natural and Social Sciences (IPAS) Learning Outcomes of Grade III Students at SDN Pelang Lor 1
Pengaruh Media Digital Educaplay terhadap Hasil Belajar IPAS Siswa Kelas III SDN Pelang Lor 1
Waratmaja Ramadhanta Amtomi Badriyurrahman et al.
A true experimental study published in 2026 in Jurnal Pustaka Cendekia Pendidikan (Indonesia, vol. 4, no. 1, pp. 1100-1111) on the effect of Educaplay on IPAS outcomes (topic: the diversity of Indonesian landscapes) in 3rd grade of primary school, motivated by the fact that 58% of students did not reach the minimum mastery level. With a pretest-posttest design with a control group, 62 students (30 experimental and 32 control) and a validated 30-question test, the experimental posttest average (79.40) clearly exceeded that of the control group (66.13), with a significant difference in the independent t-test (0.000 < 0.05). It concludes that Educaplay significantly and effectively improves science outcomes.
See studyLanguage & literacyPrimaryIndonesia2026with data
The Effect of Educaplay Media on the Sentence Construction Ability of Second-Grade Elementary School Students
Pengaruh Media Educaplay terhadap Kemampuan Menyusun Kalimat Siswa Kelas II Sekolah Dasar
A. A. Rahmadhani & R. Satianingsih
A quasi-experimental study published in 2026 in Pendasi: Jurnal Pendidikan Dasar Indonesia (vol. 10, no. 1) that evaluates the effect of Educaplay on the ability to construct sentences in the Indonesian language in 2nd grade of SDN Sumur Welut 3 in Surabaya, given the low competence detected and its impact on motivation. With a control group (class II-A) and an experimental group (class II-B), pretest and posttest, and analysis using normality, homogeneity and independent-samples t-tests in SPSS 21, the results show that Educaplay significantly influences sentence construction ability, supporting the use of interactive media to develop early written expression.
See studySocial studies & valuesPrimaryIndonesiawith data
Influence of Educaplay Media on Learning Interest in Pancasila Education for Fifth Grade Students of SDN 1 Dukuh
Pengaruh Media Educaplay terhadap Minat Belajar Pendidikan Pancasila Siswa Kelas V SDN 1 Dukuh
Firda Amaliah et al.
The 5th-grade students at SDN 1 Dukuh showed little interest and participation in Pancasila Education due to monotonous and conventional classes. A group that learned with Educaplay was compared with another using traditional methods (59 students in total): the group that used Educaplay obtained a notably higher average score (64 versus 55), with clear improvements in enjoyment, attention, curiosity and engagement, demonstrating that the platform significantly sparks interest in learning.
See studySocial studies & valuesSecondaryIndonesia2025with data
Influence of Gamification Media on the Educaplay Platform on Students’ Self-Efficacy and Learning Motivation in Social Studies
Pengaruh Media Gamifikasi Pada Platform Educaplay Terhadap Self-Efficacy Dan Motivasi Belajar Peserta Didik Pada Pembelajaran IPS
Intan, D. Z. B. S. N. et al.
This study was conducted in 2025 at SMP Negeri 24 Surabaya, Indonesia, to analyze the effect of Educaplay on self-efficacy and motivation in Social Sciences. A quantitative quasi-experimental methodology with a post-test only control group design was applied. The sample consisted of 56 students, with an experimental class (7A) and a control class (7C). The starting problem was the use of conventional methods that generated demotivation and low confidence among students. The results showed a positive and significant effect of Educaplay, with an influence of 89.1% on self-efficacy and 89.7% on learning motivation.
See studySciencePrimaryIndonesia2025with data
Influence of Educaplay Interactive Media on Science Learning Outcomes in Fifth-Grade Elementary Students
Pengaruh Media Interaktif Educaplay terhadap Hasil Belajar IPA Peserta Didik Kelas V Sekolah Dasar
Ge'e, R. S. & Dahlan, Z
This study was conducted in 2025 at MIN 7 Kota Medan, Indonesia, with 70 fifth-grade students. The problem detected was low performance in Natural Sciences and the use of poorly interactive media. A quasi-experimental design with an experimental group and a control group was applied. The results showed a greater improvement in the group that used Educaplay, with a final average of 85.14 versus 58.83 in the control group. The study concludes that Educaplay significantly improves learning outcomes in Natural Sciences.
See studySciencePrimaryIndonesia2026with data
The Effect of Educaplay Web-Based Learning Media on Student Learning Outcomes on the Topic of Energy Transformation in Grade IV
Pengaruh Media Pembelajaran Berbasis Web Educaplay terhadap Hasil Belajar Siswa pada Materi Perubahan Bentuk Energi di Kelas IV SD
Ruth Agustaria Perangin-angin et al.
A quasi-experimental study published in 2026 in Jurnal Ilmiah Pendidikan Dasar (JIPDAS, Indonesia) on the effect of Educaplay on outcomes for the topic of energy transformations in 4th grade of SD Negeri 053963 Raja Tengah. With a pretest-posttest design with a nonequivalent control group and 34 students split between an experimental group (with Educaplay) and a control group, the data from interviews, tests and documentation showed that the experimental group went from 56.47 to 73 points compared to the control group's advance from 36.17 to 45.59, with a significant difference in the independent t-test (Sig. = 0.001 < 0.05). It concludes that Educaplay positively influences outcomes in the science subject (IPAS).
See studyForeign languagesPrimaryIndonesia2025with data
Influence of the Game-Based Learning Model Assisted by Educaplay Educational Activities on English Vocabulary Mastery in Elementary School Students
Pengaruh model game based learning berbantuan permainan edukatif educaplay terhadap penguasaan kosakata bahasa Inggris siswa sekolah dasar
Nurbaiti, N. et al.
This study was conducted in 2025 with students from classes 4B and 4C of SDIT Al-Bina Purwakarta, Indonesia. The problem detected was low mastery of English vocabulary due to the use of monotonous textbook-based methods. A quasi-experimental design was applied, with Educaplay in the experimental class and videos in the control class. The results showed better data in the experimental group, with a final average of 88 versus 75, and an improvement of 66% versus 26% for the control group. The study concludes that Educaplay had a positive effect on improving English vocabulary.
See studySciencePrimaryIndonesia2025with data
The Effect of the Teams Games Tournament Cooperative Learning Model Assisted by Educaplay Media on Student Learning Outcomes in the Natural and Social Sciences (IPAS) Subject in Grade IV at SDN 060847 Medan Petisah
Pengaruh Model Pembelajaran Kooperatif Teams Games Tournament Berbantuan Media Educaplay terhadap Hasil Belajar Siswa pada Mata Pelajaran IPAS Kelas IV SDN 060847 Medan Petisah
Santa Adolia Tamba et al.
A quantitative study published in 2025 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia, vol. 10, no. 3) that evaluates the cooperative Teams Games Tournament (TGT) model supported by Educaplay on outcomes in Natural and Social Sciences (IPAS) in 4th grade of primary school (2024/2025 school year). With 25 students selected by purposive sampling, a questionnaire on the model and pretest-posttest tests, the results fell in the very good category (posttest average of 83.20 and questionnaire average of 92.58), and the hypothesis test (calculated t = 6.282 > table t = 2.060) confirmed a positive and significant effect of the TGT + Educaplay combination on learning outcomes.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of the STAD-Type Cooperative Learning Model Assisted by Educaplay on Students' Social Studies Learning Outcomes
Pengaruh Model Pembelajaran Kooperatif tipe STAD berbantuan Educaplay terhadap Hasil Belajar IPS Peserta Didik
Zifa Nabilla Zahra et al.
A quasi-experimental study published in 2026 in Jurnal Pendidikan Tambusai (Indonesia, vol. 10, no. 2) that examines the cooperative Student Teams Achievement Division (STAD) model supported by Educaplay on outcomes in Social Sciences at SMP Negeri 62 in Jakarta, given the low performance and the scant use of innovative models. With a nonequivalent control group design, purposive sampling (class VIII-2 as control and VIII-6 as experimental, 31 students each) and a validated 30-question multiple-choice test, the independent t-test yielded a significance of 0.021 < 0.05, concluding that the STAD model supported by Educaplay positively influences Social Sciences outcomes.
See studySciencePrimaryIndonesia2025with data
The Effect of the Problem Based Learning Model Assisted by the Educaplay Game “Froggy Jumps” on the Science (IPAS) Learning Motivation of Fifth-Grade Students at SD N 4 Tonja Denpasar
Pengaruh Model Pembelajaran Problem Based Learning Berbantuan Game Educaplay “Froggy Jumps” terhadap Motivasi Belajar IPAS Siswa Kelas V di SD N 4 Tonja Denpasar
Ni Nyoman Prema Saraswati et al.
A study published in 2025 in Jurnal Studi Multidisipliner (Indonesia, vol. 9, no. 8) that analyzes the effect of problem-based learning (PBL) supported by Educaplay's Froggy Jumps game on motivation for Science (IPAS) in primary school, where monotonous methods and the lack of interactive media tend to depress it. With 54 5th-grade students from two classes at SD N 4 Tonja (Denpasar), questionnaires, observation, interviews and documentation, and a contrast using the Mann-Whitney U test after the normality and homogeneity tests, a significance of 0.000 < 0.05 was obtained, concluding that PBL supported by Froggy Jumps exerts a significant effect on student motivation.
See studySciencePrimaryIndonesia2026with data
The Effect of the Problem Based Learning (PBL) Model Assisted by the Educaplay Application on Improving Elementary School Science (IPAS) Learning Outcomes
Pengaruh Model Problem Based Learning (PBL) Berbantuan Aplikasi Educaplay terhadap Peningkatan Hasil Belajar IPAS Sekolah Dasar
Khoeriyah et al.
A quasi-experimental study published in 2026 in Anthor: Education and Learning Journal (Indonesia, vol. 5, no. 3) that compares problem-based learning (PBL) supported by Educaplay with direct instruction supported by PowerPoint in primary school Science (IPAS). With a nonequivalent control group design, 16 students per class (IV D experimental and IV C control) and 15-question tests, starting from equivalent initial abilities (56.00 versus 55.06), the experimental posttest reached 85.44 versus 75.00 (Sig. = 0.006), with an N-Gain of 0.66 versus 0.44 (Sig. < 0.001) and a very large effect size (Cohen's d = 1.055). It concludes that PBL with Educaplay very notably improves cognitive outcomes.
See studyMathematicsSecondaryIndonesia2026with data
The Effect of PBL Assisted by Educaplay on the Algebraic Mathematical Problem-Solving Ability of Grade VII Students at SMPN Padangan
Pengaruh PBL Berbantuan Educaplay Kemampuan Pemecahan Masalah Matematis Aljabar Kelas VII SMPN Padangan
Titania Virnanda Salsabila et al.
A paper presented in 2026 at the Sentimat national seminar (Information Technology and Mathematics Education) of IKIP PGRI Bojonegoro (Indonesia) that examines the effect of problem-based learning (PBL) supported by Educaplay on solving algebra problems at SMP Negeri 1 in Padangan. With a quantitative approach, a pretest-posttest design with a control group, classes VII D (control) and VII E (experimental) chosen by random sampling and a 20-question multiple-choice test, the experimental group's posttest exceeded that of the control group after the normality, homogeneity, balance and t-tests. It concludes that PBL with the Educaplay website is an effective alternative for developing mathematical problem-solving.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of Using the Educaplay Interactive Medium on Students' Active Participation in Social Studies Learning
Pengaruh Pemanfaatan Media Interaktif Educaplay terhadap Partisipasi Aktif Peserta Didik pada Pembelajaran IPS
Salsabila Fatikhah Rahma Andisti Putri et al.
A quasi-experimental study published in 2026 in Social: Jurnal Inovasi Pendidikan IPS (Indonesia) that analyzes the effect of Educaplay on active participation in Social Sciences at SMP Negeri 1 in Gedangan (Sidoarjo), where the initial observation showed only 38% engagement in discussions. With a nonequivalent control group design, 72 students distributed evenly, observation and a participation questionnaire, the independent t-test was significant (t(70) = −6.795; p = 0.000) and the experimental group's average participation rose from 70.06 to 82.81. It concludes that Educaplay generates an interactive and student-centered environment that significantly raises active participation.
See studyMathematicsSecondaryIndonesia2025with data
Influence of the Deep Learning Approach with Educaplay Web Media on High School Students’ Mathematics Learning Outcomes in Exponent Topics
Pengaruh Pendekatan Deep Learning dengan Media Web Educaplay terhadap Hasil Belajar Matematika Siswa SMA pada Materi Eksponen: Studi Kasus pada Siswa Kelas X MA Plus Al Ma'ali Kalitidu
Fu'at, D. A. L. et al.
This study was conducted in 2025 with 30 10th-grade students at MA Plus Al Ma'ali Kalitidu, in Indonesia. The problem detected was low performance on exponents, since only 39% reached the required minimum and the initial average was 55.00. A quantitative single-case study was applied with a pretest, six sessions using Deep Learning and interactive activities in Educaplay, and a posttest. The results showed an improvement in the average to 71.00 and a significant difference between before and after the intervention. The study concludes that Educaplay, integrated into this approach, improves learning outcomes in Mathematics.
See studySocial studies & valuesPrimaryIndonesia2026with data
The Effect of the Deep Learning Approach Using the Educaplay Application on the Pancasila Education Learning Outcomes of Fifth-Grade Students at SD Negeri 198 Palembang
Pengaruh Pendekatan Pembelajaran Deep Learning Menggunakan Aplikasi Educaplay terhadap Hasil Belajar Pendidikan Pancasila Siswa Kelas V di SD Negeri 198 Palembang
Eriska et al.
A quasi-experimental study published in 2026 in Edutech: Jurnal Inovasi Pendidikan Berbantuan Teknologi (Indonesia) that analyzes the deep learning pedagogical approach with Educaplay on outcomes in Pancasila Education (civic education), as opposed to the predominance of the lecture. With a pretest-posttest design with a control group and 58 5th-grade students (classes V.A and V.B) from SD Negeri 198 in Palembang, validated instruments and an independent-samples t-test, the experimental group's posttest reached an average of 76.20 versus 53.25 for the control group, with a significance of 0.000 (< 0.05). It concludes that this approach with Educaplay is an effective alternative for improving outcomes in primary school.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of Using Educaplay Media on Student Learning Outcomes in Islamic Religious Education at SMKN 7 Bandar Lampung
Pengaruh Penggunaan Media Educaplay terhadap Hasil Belajar Siswa pada Materi Pendidikan Agama Islam di SMKN 7 Bandar Lampung
Siti Nurhalizah
An undergraduate scientific article presented in 2026 at the Raden Intan State Islamic University of Lampung (Indonesia) that contrasts the effect of Educaplay on Islamic Religious Education outcomes at the SMKN 7 vocational school in Bandar Lampung, given low performance attributed to teacher-centered and unvaried classes. With a quantitative approach and a quasi-experimental design with an experimental group and a control group, a validated performance test (Cronbach's alpha = 0.824) and normality, homogeneity and t-test analysis, it found significant differences between the two groups and concludes that Educaplay is effective for improving outcomes, with implications in favor of teaching innovation.
See studySocial studies & valuesSecondaryIndonesia2025with data
Influence of the Use of Educaplay on Learning Participation and Critical Thinking Skills in Islamic Cultural History
Pengaruh penggunaan media Educaplay terhadap keaktifan belajar dan kemampuan berpikir kritis siswa pada mata pelajaran Sejarah Kebudayaan Islam di Madrasah Tsanawiyah Negeri 1 Bengkalis
Lestari, P
This study was conducted in 2025 at MTsN 1 Bengkalis, Indonesia, with 60 8th-grade students distributed into an experimental group and a control group. The problem detected was low participation in class and the scant development of critical thinking in History of Islamic Culture. A quantitative quasi-experimental methodology was applied, with Educaplay in the experimental class and conventional teaching in the control class. The study concludes that Educaplay improves both variables, although no significant interaction was found between the type of medium and the level of participation on critical thinking.
See studySciencePrimaryIndonesia2026
The effect of using Educaplay media on students' critical thinking skills in the Science (IPAS) subject in grade V at SD Negeri 4 Rejang Lebong
Pengaruh penggunaan media Educaplay terhadap kemampuan berpikir kritis siswa pada mata pelajaran IPAS kelas V di SD Negeri 4 Rejang Lebong
Meylista, F
A thesis (Indonesia, 2026) that analyzes the effect of using the Educaplay medium on students' critical thinking ability in the Science subject (IPAS) of 5th grade of primary school at SD Negeri 4 Rejang Lebong.
See studySocial studies & valuesSecondaryIndonesia2024with data
Influence of the Use of Educaplay-Based Gamification Media on Learning Motivation in Basic Accounting among Vocational High School Students
Pengaruh Penggunaan Media Gamifikasi Berbasis Educaplay terhadap Motivasi Belajar Akuntansi Dasar Siswa Sekolah Menengah Kejuruan
Fadillah, F. N. & Susanti, A. D
This study was conducted in 2024 with 72 vocational education students specializing in Accounting and Finance at public schools in Surakarta, Indonesia. The problem detected was low motivation to learn, related to unengaging classes and a scant variety of resources. A quasi-experimental design was applied with one group that worked with Educaplay and another that followed usual teaching. The results showed that the group that used Educaplay improved its motivation more and that this improvement was clear compared to the control group. The study concludes that Educaplay is a useful tool for increasing motivation in learning Basic Accounting.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of Using Educaplay Learning Media on Students' Learning Interest in Islamic Religious Education at Telecommunication Junior High School Pekanbaru
Pengaruh Penggunaan Media Pembelajaran Educaplay terhadap Minat Belajar Siswa pada Mata Pelajaran Pendidikan Agama Islam di Sekolah Menengah Pertama Telekomunikasi Pekanbaru
Miftahul Jannah
An undergraduate thesis (skripsi) presented in 2026 at the Sultan Syarif Kasim State Islamic University of Riau (Indonesia) that examines the effect of Educaplay on interest in Islamic Religious Education at the Telekomunikasi secondary school in Pekanbaru. With a quasi-experimental nonequivalent control group design, purposive sampling from a population of 126 (30 students from class VII.1 as the experimental group and 29 from VII.2 as the control), and data from observation, questionnaire and documentation, the independent t-test was significant (t = 2.151 > 1.673; Sig. = 0.036 < 0.05), with a higher average interest in the experimental group (64.33 versus 60.69). It concludes that Educaplay significantly influences interest in the subject.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Effect of Using Educaplay Application-Based PAI Learning Media on Students' Learning Outcomes at SMP Negeri 2 Ranah Batahan
Pengaruh Penggunaan Media Pembelajaran PAI Berbasis Aplikasi Educaplay terhadap Hasil Belajar Siswa di SMP Negeri 2 Ranah Batahan
Sherly Herlianti & Jasmienti
A quasi-experimental study published in 2026 in Yasin: Jurnal Pendidikan dan Sosial Budaya (Indonesia, vol. 6, no. 3, pp. 3406-3425) that analyzes the effect of Educaplay on Islamic Religious Education (PAI) outcomes in 7th grade. With a posttest-only design with a control group, 56 students chosen by purposive sampling (28 per group) and a validated objective test analyzed with inferential statistics, the experimental group's average (77.93) exceeded that of the control group (67.79), with a calculated t of 4.087 > table t of 2.005 and a significance of 0.000 < 0.05. It frames the findings within constructivism and the cognitive theory of multimedia learning and concludes that Educaplay improves outcomes through more interactive and technology-based learning.
See studyForeign languagesSecondaryIndonesia2026with data
The Effect of Using Educaplay Web-Based Game Media on the Mandarin Vocabulary Mastery of Grade XI Students at SMK Ketintang Surabaya, 2025/2026
Pengaruh Penggunaan Media Permainan Berbasis Web Educaplay terhadap Penguasaan Kosakata Bahasa Mandarin Siswa Kelas XI SMK Ketintang Surabaya 2025/2026
Evriel Paskalia Orchida & Miftachul Amri
A true experimental study published in 2026 in Jurnal Bahasa Mandarin (State University of Surabaya, Indonesia) on the effect of Educaplay games on the mastery of Chinese vocabulary (hanzi, pinyin and meaning) in vocational education, given the low level attributed to monotonous conventional media. With a pretest-posttest design with a control group, 62 students assigned by cluster random sampling (XI AK 2 experimental and XI TKJ 3 control) and data from observation, tests and a questionnaire, the experimental group jumped from 39.40 to 93.40 (versus 45.44 → 88.00 for the control), with a significance < 0.001 and a very large effect (eta squared = 0.863); the implementation and student response were very positive (91.3%-99.3%). It validates the edutainment approach for Mandarin vocabulary.
See studyMathematicsPrimaryIndonesia2025
Development of a Two-Tier Multiple Choice Formative Assessment Using Educaplay on the Topic of Data in Elementary School
Pengembangan Asesmen Formatif Two-Tier Multiple Choice Menggunakan Educaplay pada Materi Data di Sekolah Dasar
Nawang Anggi Rahmawati et al.
A research and development (R&D) study published in 2025 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia, vol. 10, no. 4) that builds with Educaplay a two-tier multiple-choice formative assessment for the topic of data (mathematical literacy) at SDN 14/I Sungai Baung. Using the DDD-E model (Decide, Design, Develop, Evaluate) and data from observation, interviews and validation questionnaires, it obtained a content validity of 3.77 (valid), media validity of 4.55 and language validity of 4.65 (very valid), and very high practicality according to teachers (4.81) and small-group (4.6) and large-group (4.4) students. It concludes that the product is suitable for use in the primary school classroom.
See studyScienceSecondaryIndonesia2026with data
Development of an Educaplay Game-Based Electronic Student Worksheet (E-LKPD) to Improve Student Learning Outcomes on the Topic of Heat
Pengembangan E-LKPD Berbasis Game Educaplay sebagai Upaya Meningkatkan Hasil Belajar Peserta Didik pada Materi Kalor
Rosa Amelia Siagian et al.
A research and development (R&D) study published in 2026 in Eksakta: Jurnal Penelitian dan Pembelajaran MIPA (Indonesia) that creates an electronic worksheet (E-LKPD) supported by Educaplay as a game-based learning medium for the topic of heat in Physics. Using the 4D procedure (define, design, develop, disseminate) and a trial with 36 11th-grade students at SMA Negeri 1 Angkola Selatan, the validation proved very favorable (92.5% content; 95% media; 90% language), the practicality very high (97.5% teachers; 81.8% students) and the effectiveness good (79.3% implementation; average performance of 80.51%). It concludes that the E-LKPD with Educaplay is appropriate, practical and effective for supporting the physics of heat.
See studyMathematicsSecondaryIndonesia2025with data
Development of an Educaplay-Based Educational Game Using Flipped Blended Learning to Improve Students’ Quantitative Reasoning
Pengembangan game edukasi berbasis Educaplay menggunakan flipped blended learning untuk meningkatkan penalaran kuantitatif siswa
Rachmatika, F. et al.
This study was conducted in 2025 with 64 10th-grade students at SMAN 1 Purwosari, in Indonesia. The problem detected was that the integration of technology in blended learning was still limited, which made it difficult to properly develop quantitative reasoning in Mathematics. An educational game was designed with Educaplay within a flipped blended learning model, and then an experimental class was compared with a control class. The results showed that the tool was valid, practical and effective, and that the group that used it improved clearly more than the control group. The study concludes that Educaplay can very effectively help reinforce students' quantitative reasoning.
See studyLanguage & literacyPrimaryIndonesia2025with data
Development of an Interactive Educaplay-Based Media to Improve Understanding of Synonyms and Antonyms in Fifth Grade Elementary School
Pengembangan media interaktif Educaplay untuk meningkatkan pemahaman persamaan dan lawan kata kelas V sekolah dasar
Aisyah, S. A. Z. et al.
This study was carried out in 2025 with 5th-grade students at SDN Mampang Pratama 03, in South Jakarta, Indonesia. The problem identified was poor understanding of synonyms and antonyms, related to lessons heavily focused on oral explanation and little use of interactive resources. An instructional medium was developed with Educaplay following the ADDIE model, and an experimental class was then compared with a control class. The results showed that the tool was rated as highly appropriate by specialists and that the group that used it improved more than the group that followed conventional teaching. The study concludes that Educaplay is an effective option for reinforcing vocabulary learning in Indonesian Language.
See studyMathematicsSecondaryIndonesia2026
Development of Educaplay game-based learning media with a Contextual Teaching and Learning (CTL) approach to improve mathematical communication skills on relations and functions
Pengembangan media pembelajaran berbasis game Educaplay dengan pendekatan Contextual Teaching and Learning (CTL) untuk meningkatkan kemampuan komunikasi matematis materi relasi dan fungsi
Sari, D. A. P
Thesis (Indonesia, 2026) on the development of a learning medium based on Educaplay games with a Contextual Teaching and Learning (CTL) approach to improve mathematical communication skills in the topic of relations and functions.
See studySocial studies & valuesSecondaryIndonesia2025with data
Development of Educaplay Game-Based Learning Media to Increase Student Activeness in Islamic Cultural History
Pengembangan Media Pembelajaran Berbasis Game Educaplay untuk Meningkatkan Keaktifan Siswa pada Mata Pelajaran SKI
Anwar, S. & Jasiah
This study was carried out in 2025 with 7th-grade students at MTS Muslimat NU Palangka Raya, in Indonesia. The problem identified was that the subject of History of Islamic Culture was perceived as monotonous and generated low classroom participation. A learning medium was developed with Educaplay through a research and development approach using the Dick and Carey model. The results showed that the tool fostered more active participation and a better understanding of the content, although some difficulties with technological adaptation and with more abstract concepts appeared. The study concludes that Educaplay can be a useful alternative for making the teaching of SKI more dynamic and meaningful.
See studySocial studies & valuesPrimaryIndonesia2026with data
Development of Educaplay-Based Educational Game Learning Media on Cultural Heritage Material in the Science (IPAS) Subject for Grade V Elementary School
Pengembangan Media Pembelajaran Game Edukasi Berbasis Educaplay pada Materi Warisan Budaya Muatan Pelajaran IPAS Kelas V SD
Made Yoga Prasetya et al.
Research and development (R&D) study published in 2026 in Widyajaya: Jurnal Mahasiswa Prodi PGSD IAHN Mpu Kuturan (Indonesia), which designs an educational game with Educaplay on cultural heritage for Science (IPAS) in 5th grade at SD Negeri 2 Selat and analyzes its validity and practicality. Using the ADDIE model, observation, interviews, documentation, and questionnaires administered to three experts per aspect (media, language, and content), 2 teachers, and 7 students, validity was very high (0.85 media; 0.9 content; 0.95 language) and practicality was very high (95% teachers; 92% students). It concludes that the medium is ready to be tested in the classroom.
See studyMathematicsSecondaryIndonesia2026with data
Development of Learning Media Using the Educaplay Game to Improve the Mathematical Problem-Solving Ability of Grade VII Students at SMP Negeri 3 Padangsidimpuan
Pengembangan Media Pembelajaran Menggunakan Game Educaplay Meningkatkan Kemampuan Pemecahan Masalah Matematika Kelas VII SMP Negeri 3 Padangsidimpuan
Eva Yanti Siregar et al.
Research and development (R&D) study published in 2026 in Jurnal MathEdu (Mathematic Education Journal, Indonesia), which develops a medium using the Educaplay game for the topic of proportions and mathematical problem solving in 7th grade. Using the ADDIE model (analysis, design, development, implementation, and evaluation), 23 students from SMP Negeri 3 in Padangsidimpuan, validation sheets from three experts, practicality questionnaires, and a problem-solving test, it obtained a validity of 83.0% (highly valid), a practicality of 92.9% (highly practical), and an effectiveness of 100% of students passing (> 85%). It concludes that the medium improves mathematical problem-solving ability.
See studySocial studies & valuesPrimaryIndonesia2026with data
Development of Cooperative Script-Based Educaplay Web Media on Cultural Diversity Material for Grade 3 Students
Pengembangan Web Educaplay Berbasis Cooperative Script pada Materi Keragaman Budaya untuk Siswa Kelas 3
Muhammad Afif Musthofa et al.
Research and development (R&D) study published in 2026 in Inovasi: Jurnal Sosial Humaniora dan Pendidikan (Indonesia), which creates a web-based Educaplay medium articulated with the Cooperative Script cooperative model to teach cultural diversity in 3rd grade at SDN 2 Puyung. Using the ADDIE model and 26 students, the medium achieved 89% validity and 91.5% practicality (highly practical), and proved effective: the mean rose from 66.7 on the pretest to 83.4 on the posttest, with 90% of students above the mastery threshold and a moderate learning gain (0.50). It concludes that it is a feasible, interactive, and practical alternative for this subject in primary school.
See studyLanguage & literacySecondaryIndonesia2025
Development of the Educaplay Website as an Assessment Media for Procedure Text Material in Seventh-Grade Junior High School Students
Pengembangan website Educaplay sebagai media penilain pada materi teks prosedur untuk siswa kelas VII SMP
Hanif
This study was carried out in 2025 with 7th-grade students at SMP Negeri 01 Buay Bahuga, in Indonesia. The problem identified was the lack of engaging assessment media, since many students were poorly motivated, with low concentration and little interest in traditional tests. A Froggy Jumps type assessment game was designed in Educaplay to work on procedural texts, following three phases of the ADDIE model. The results showed that the tool was rated as highly appropriate by specialists and teachers, and that it responded to the need for a more interactive and motivating assessment. The study concludes that Educaplay is a valid option for making assessment in Indonesian Language more dynamic and accessible.
See studySocial studies & valuesPrimaryIndonesiawith data
Use of Educaplay Frog Jumps to Increase Students' Understanding of the Principle of Just and Civilized Humanity
Penggunaan Educaplay Frog Jumps untuk Meningkatkan Pemahaman Siswa pada Sila Kemanusiaan yang Adil dan Beradab
Eka Anandita & Machful Indra Kurniawan
Preprint (undated) hosted by Universitas Muhammadiyah Sidoarjo (Indonesia) that evaluates the Educaplay Frog Jumps game to improve understanding of the second principle of Pancasila ("just and civilized humanity") in Civic Education. Through classroom action research using the Kemmis and McTaggart model over two cycles (planning, action, observation, and reflection), 21 4th-grade students at SDN Boro, and pretest, posttest, observation, and documentation data, the percentage of students who reached mastery rose from 76% in cycle I to 86% in cycle II, in addition to improving motivation, activity, and participation. It concludes that the game is effective for working on civic values.
See studySciencePrimaryIndonesia2026with data
The Use of Educaplay Game-Based Interactive Media on Grade IV Science (IPAS) Learning Outcomes at MI Ma’arif NU Tanjungsari Kebumen
Penggunaan Media Interaktif Berbasis Game Educaplay terhadap Hasil Belajar IPAS Kelas IV di MI Ma’arif NU Tanjungsari Kebumen
Ellisia Azizah et al.
Pre-experimental study published in 2026 in Jurnal Penelitian Pendidikan Indonesia (JPPI, vol. 3, no. 4, pp. 818-827) that measures whether Educaplay improves Science (IPAS) outcomes in 4th grade at the Islamic primary school MI Ma'arif NU Tanjungsari in Kebumen, and to what extent. With a single-group pretest-posttest design and census sampling of all 22 students, the analysis using Shapiro-Wilk, a paired-samples t-test, and N-Gain yielded a significance of 0.001 (< 0.05), a mean improvement of 17.818 points, and an N-Gain of 0.7427 (high category, 74.27%, fairly effective). It concludes that the Educaplay interactive medium has a positive and effective influence on outcomes.
See studyGeneralPrimaryIndonesia2026with data
The Use of the Educaplay Online Medium Froggy Jump to Increase the Activeness of Islamic Elementary School Students
Penggunaan Media Online Educaplay: Froggy Jump untuk Meningkatkan Keaktifan Siswa Madrasah Ibtidaiyah
Riksa Ade Zafriel et al.
Classroom action research published in 2026 in ILJ: Islamic Learning Journal (Indonesia), motivated by low active participation in still-conventional, teacher-centered lessons. With a descriptive quantitative approach over two cycles (planning, action, observation, and reflection), 25 4th-grade students at Madrasah Ibtidaiyah Nurul Ulum Moropelang, and data from observation, interviews, questionnaires, and documentation, active participation rose from 48% in the pre-cycle to 68% in cycle I and to 86% in cycle II. It concludes that Educaplay's Froggy Jumps game is effective for engaging Islamic primary school students.
See studyMathematicsSecondaryIndonesiawith data
Use of the Educaplay Educational Game to Improve Critical Thinking Skills in Algebra for Seventh-Grade Students
Penggunaan Media Pembelajaran Game Edukasi (Educaplay) Untuk Meningkatkan Kemampuan Berpikir Kritis Pada Meteri Aljabar Kelas VII
Melati, N. V. & Anugraini, A. P
This study was carried out with 28 7th-grade students at SMP Dharma Wanita 02 Wajak, in Indonesia. The problem identified was the low level of critical thinking in algebra, combined with the use of conventional methods and scarce use of engaging resources. A proposal using Educaplay was applied based on interviews, observation, tests before and after, and analysis of the classroom experience. The results showed a clear improvement, since the average grade rose from 61.2 to 80.4 and the students participated with more interest and enthusiasm. The study concludes that Educaplay is a useful tool for making algebra learning more motivating and fostering critical thinking.
See studyMathematicsPrimaryIndonesia2025
Use of the PBL Model Assisted by Educaplay Digital Media to Improve Numeracy Skills in Second-Grade Elementary Students
Penggunaan Model PBL (Problem Based Learning) Berbantuan Media Digital Educaplay Sebagai Upaya Meningkatkan Kemampuan Numerasi Siswa Kelas 2 Sekolah Dasar
Rahma, D. A. et al.
This study was carried out in 2025 with 16 2nd-grade students at SDN Wonoayu, in Madiun, Indonesia. The problem identified was a low level of numeracy, since most of the students did not reach the expected minimum and the lessons were unengaging due to the scarce use of innovative resources. Action research was applied over two cycles using the PBL model with support from Educaplay. The results showed a clear improvement: the students who reached the expected level went from a minority at the start to a large majority by the end of the second cycle. The study concludes that combining PBL with Educaplay helps make the class more active and improves numeracy skills.
See studyGeneralHigher / Teacher ed.Indonesia2026with data
Strengthening the Digital-Pedagogical Competence of Elementary School Teachers through Game-Based Learning Educaplay Training
Penguatan Kompetensi Digital-Pedagogis Guru Sekolah Dasar melalui Pelatihan Educaplay Berbasis Game-Based Learning
Muhammad Misbahudholam AR et al.
University outreach article published in 2026 in Jurnal Pengabdian Masyarakat dan Riset Pendidikan (Indonesia, vol. 5, no. 1, pp. 1491-1502) that strengthens the digital-pedagogical competence of 18 teachers at SDN Kebunagung II (Sumenep) through participatory training in Educaplay (needs assessment, training, hands-on practice, mentoring, evaluation, and reflection). Understanding of game-based learning reached 83.3% (very good); knowledge of Educaplay's functions, use of the platform, and creation of media stood at 78.9%, 76.7%, and 74.4% (good); 77.8% declared themselves ready to apply it, although only 61.1% produced media independently, which is why it recommends ongoing mentoring.
See studyGeneralHigher / Teacher ed.Indonesia2026
Strengthening the Digital Literacy of Elementary School Teachers through Training in the Use of Educaplay
Penguatan Literasi Digital Guru SD melalui Pelatihan Penggunaan Educaplay
Vivi Rachmatul Hidayati et al.
University outreach article published in 2026 in Darma Diksani: Jurnal Pengabdian Ilmu Pendidikan, Sosial, dan Humaniora (Indonesia, vol. 6, no. 2, pp. 309-318) that documents training to raise the digital literacy of teachers at SDN 40 Mataram, whose starting point was a limited ability to create digital instructional media. With phases of socialization and discussion, training, mentored practice, and evaluation-reflection, under a participatory learning-by-doing approach, the teachers went on to create digital questionnaires, educational games, and assessments in Educaplay adapted to their subjects, with greater motivation and confidence to integrate digital media in the classroom. It concludes that the initiative solved the school's problem and supports innovative and interactive learning.
See studyLanguage & literacyPrimaryIndonesia2024
Improving Student Learning Outcomes Using Educaplay on the “Exclamation Mark” Topic in Grade 2 at SD Negeri Plaosan
Peningkatan Hasil Belajar Siswa melalui Educaplay pada materi “Tanda Seru” kelas 2 SD Negeri Plaosan
Azizah, A. N. & Ayuni, M. N
This study was carried out in 2024 with 15 2nd-grade students at SD Negeri Plaosan, in Purworejo, Indonesia. The problem identified was low performance in Indonesian Language and the students' difficulty in understanding reading, in a context with limited resources. Action research was applied over two cycles using Educaplay on the topic of exclamation marks. The results showed a clear improvement, since the students who reached the expected level went from fewer than half at the start to almost the entire class by the end. The study concludes that Educaplay was an effective tool for improving learning outcomes in this subject.
See studyLanguage & literacyPrimaryIndonesia2026with data
Improving Listening Skills through Educaplay Media on Procedure Text Material for Fifth-Grade Students at SDN Karet 01 Pagi
Peningkatan Keterampilan Menyimak melalui Media Educaplay pada Materi Teks Prosedur Siswa Kelas V SDN Karet 01 Pagi
Elis Tiara Sardi et al.
Classroom action research published in 2026 in Pendas: Jurnal Ilmiah Pendidikan Dasar (Indonesia, vol. 11, no. 2) that uses Educaplay to improve listening comprehension of procedural texts in 5th grade of primary school. With the Kemmis and McTaggart design over two cycles, 29 students from SDN Karet 01 Pagi, and observation, test, and documentation data analyzed quantitatively and qualitatively, the pass rate rose from 68.96% in cycle I to 93.10% in cycle II, teacher activity from 70.45% to 87.49%, and student activity from 71.87% to 89.06%. It concludes that Educaplay creates a more interactive experience that raises concentration and engagement in listening activities.
See studySocial studies & valuesSecondaryIndonesia2026with data
Enhancing Students' National Awareness through Educaplay Game-Based Learning Media
Peningkatan Wawasan Kebangsaan Peserta Didik melalui Media Pembelajaran Berbasis Game Based Learning Educaplay
Aura Sabrina Malika et al.
Quasi-experimental study published in 2026 in Nusra: Jurnal Penelitian dan Ilmu Pendidikan (Indonesia, vol. 7, no. 3, pp. 1693-1712) that analyzes the effectiveness of Educaplay for reinforcing national awareness in Civic Education (PPKn), which was weighed down by rote methods. With a nonequivalent control group design at the Angkasa Husein Sastranegara high school in Bandung, the mean of the experimental group jumped from 51.22 to 89.22, far above the control group (66.22 to 74.06); 77.42% of the experimental group reached the high N-Gain category, compared with the majority of the control group in the low category (71.87%). It concludes that Educaplay outperforms conventional methods by offering an interactive and multimodal experience suited to Generation Z that reduces cognitive load and raises engagement.
See studyGeneralPrimaryIndonesia2026with data
Comparison of Learning Outcomes through Pre-test and Post-test between a Conventional Class and a Digital Media-Based Class in Grade IV at SDN Karangsari 02
Perbandingan Hasil Belajar melalui Pre-test dan Post-test pada Kelas Konvensional dan Kelas Berbasis Media Digital di Kelas IV SDN Karangsari 02
Khalid Ramdhani et al.
Mixed-methods study published in 2026 in Jurnal Pendidikan Tambusai (Indonesia, vol. 10, no. 2) that compares outcomes between a class that learns with the Educaplay digital medium and another with a lecture format in 4th grade at SDN Karangsari 02, given the low results and scarce participation. With class IV A as the experimental group (Educaplay) and IV B as the control group, and data from pre/post tests, observation, interviews, and documentation, it finds that Educaplay produces better results than conventional teaching and also boosts student activity and engagement during lessons. It concludes that this digital medium is effective for supporting improved performance in primary school.
See studyGeneralHigher / Teacher ed.Ecuador2024
Teachers’ Perception of Educaplay as an Assessment Tool in the Physical Activity and Sports Pedagogy Program at the National University of Loja
Percepción docente sobre el uso de Educaplay como herramienta de evaluación en la carrera de Pedagogía de la Actividad Física y Deporte de la Universidad Nacional de Loja
Nivelo Cabrera, C. A
This study was carried out in 2024 at the National University of Loja, Ecuador, with 12 teachers from the Pedagogy of Physical Activity and Sport program. It analyzed their perception of Educaplay as an assessment tool through surveys and a mixed approach. The results showed that the teachers' perception of ICT and of Educaplay was positive, although there was still little innovation in assessment practices. In response, an instructional manual was designed to facilitate its use in university assessment.
See studyLanguage & literacyPrimaryEcuador2025
Student Perception of the Use of Educaplay for Reading Comprehension in the Fifth Year
Percepción estudiantil sobre el uso de Educaplay para la comprensión lectora en quinto año
Pacheco Oñate, G. E. et al.
This study was carried out in 2025 with 25 fifth-year students at the Isidro Ayora Basic Education School, in Ecuador. The problem identified was that most of them had reading comprehension difficulties, especially at the inferential and critical levels. A system of activities with Educaplay was designed and implemented, and the students' perception was then assessed using questionnaires and the NPS metric. The results showed improvements in motivation, participation, and reading comprehension, with a high recommendation rating. The study concludes that Educaplay was an effective tool for strengthening reading comprehension in an interactive and reflective way.
See studyGeneralHigher / Teacher ed.Ecuador2025
Educaplay Platform and Its Contribution to the Professional Performance of Teachers
Plataforma Educaplay y su contribución al desempeño profesional de los docentes
Salazar-Toala, C. P. et al.
This study was carried out in 2025 with 29 teachers at the Ecuador Educational Unit, in Babahoyo, Ecuador. The problem identified was the still-limited use of digital and interactive strategies in teaching. Through surveys and a mixed approach, the contribution of Educaplay to teachers' work was analyzed. The results showed a positive perception, especially because of its ability to motivate students, facilitate learning, and adapt activities. The study concludes that Educaplay can improve teachers' professional performance.
See studyLanguage & literacyHigher / Teacher ed.Ecuador2025
Psychopedagogical proposal of activities supported by the Educaplay tool to enhance reading comprehension in first-cycle students of the Public Administration program, section “B”, Faculty of Legal, Social and Administrative Sciences, 2024-2025
Propuesta psicopedagógica de actividades apoyada en la herramienta Educaplay para reforzar la comprensión lectora en estudiantes de primer ciclo de la carrera de Administración Pública paralelo “B” de la Facultad Jurídica, Social y Administrativa, 2024-2025
Jackeline Alexandra Castillo López
Work carried out at the National University of Loja (2025) to design a psycho-pedagogical proposal with Educaplay to improve reading comprehension in university students. A quantitative and descriptive methodology was applied using surveys and the ICLAU instrument. The results show a good literal level, but a low one at the critical and inferential levels. The use of interactive activities is proposed as an improvement strategy.
See studyLanguage & literacyPrimaryEcuador2026with data
Digital teaching resources with orthographic Serious Games in Educaplay for seventh-grade students
Recursos didácticos digitales con Serious Games ortográficos en Educaplay para estudiantes de séptimo año
Moreira-García, A. M. et al.
Mixed-approach study with a pre-experimental design (Ecuador, 2026) that implements orthographic serious games in Educaplay to improve the learning of the s-c-z rules in 28 seventh-year EGB students at the Albert Einstein Private Educational Unit (Portoviejo). It combines Likert-type surveys, pretest-posttest orthographic assessment, and semi-structured interviews.
See studyGeneralHigher / Teacher ed.Ecuador2025with data
Teacher Support System for the Integration of Educaplay as an Assessment Tool at the Interandino Private Educational Unit
Sistema de acompañamiento docente para la integración de Educaplay como herramienta de evaluación en la Unidad Educativa Particular Interandino
Josselyn Nicole Díaz Llumiquinga & Ángel Gustavo Vaca Alarcón
Master's thesis in Education (Digital Environments specialization) defended in 2025 at the Bolivarian University of Ecuador, supervised by Camilo Boris Armas Velasco, which implements a teacher-mentoring system to integrate Educaplay into the assessment of Language and Literature in 5th grade of General Basic Education at the U.E.P. Interandino. With a mixed approach and non-probabilistic convenience sampling among teachers and administrators, it found that 58.33% of the teachers perceive improvements in assessment when using gamification even though only 33.33% had received prior training; the proposal, based on the TPACK model, achieved 75% effective adoption and improved student participation and assessment innovation, recommending continuous training and collaborative networks to sustain the gains.
See studyMathematicsPrimaryEcuador2025
Activity system with Educaplay to facilitate the learning of exponentiation in eighth grade of Basic Education
Sistema de actividades con Educaplay para facilitar el aprendizaje de la potenciación en octavo año de Básica
Andrea Patricia Ortiz-Ordoñez et al.
Study developed at the Bolivarian University of Ecuador (2025) with the aim of proposing a system of activities with Educaplay to improve the learning of exponentiation in eighth-grade EGB students. A mixed approach was used with tests, interviews, and surveys of teachers and students. The results show difficulties in mastering exponentiation and the predominant use of traditional methodologies. It is concluded that interactive activities with Educaplay are a valid and motivating strategy for improving learning.
See studySocial studies & valuesOtherIndonesia2025
Systematic literature review: development of interactive learning media using the Educaplay platform in Islamic Cultural History education
Systematic literatur rivew: pengembangan media pembelajaran interaktif dengan bantuan platform Educaplay dalam pembelajaran SKI
Eti Susanti & Rian Vebrianto
Study published in NUSANTARA Journal (2025) that analyzes the use of Educaplay in the teaching of History of Islamic Culture through a systematic literature review (PRISMA method). Fifteen articles (2020-2025) focused on the development of interactive media were reviewed. The results show that Educaplay improves students' motivation, understanding, and participation. It is concluded that it is an effective tool for innovating learning in Islamic educational contexts.
See studySocial studies & valuesOtherUzbekistan2026
Pedagogical Opportunities of Using Educaplay Interactive Games in History Lessons
Tarix darslarida “Educaplay” interaktiv o‘yinlaridan foydalanishning pedagogik imkoniyatlari
Ma'mura Davlatovna Eshankulova
Article published in 2026 in the Uzbek journal Maktabgacha va maktab ta'limi (Preschool and School Education, no. 6(5), pp. 384-387), authored from the Pedagogical Mastery Center of the Sirdaryo region (Uzbekistan), which examines the pedagogical possibilities of the interactive game platform Educaplay in History classes. It analyzes the platform's main features, its application in the teaching of History, its effect on students' achievement, and the ways to make the class more dynamic, and concludes that interactive games are an effective pedagogical tool for developing historical thinking, raising motivation, and improving the assimilation of content, within the framework of the educational digitalization driven by the "Digital Uzbekistan 2030" program.
See studyGeneralSecondaryIndonesia2025with data
The development of game-based learning media using Educaplay to increase student motivation and participation
M. Mukni'ah et al.
Study from UIN Kiai Haji Achmad Siddiq Jember (2025) that develops a game-based learning medium with Educaplay through the ADDIE model. A research and development methodology was applied with expert validation and testing with secondary school students. The results show high feasibility (89%-93%) and improvement in motivation and participation. It is concluded that the use of Educaplay fosters students' understanding and engagement.
See studySciencePrimaryIndonesia2026with data
The Effect of Educaplay Based on Game-Based Learning on Learning Interest and Participation in IPAS of Fourth-Grade Madrasah Ibtidaiyah Students
El efecto de Educaplay basado en el aprendizaje basado en juegos sobre el interés y la participación en Ciencias (IPAS) de estudiantes de 4.º de una madrasah ibtidaiyah
Aura Della Rahmawati & Risalul Ummah
Quasi-experimental study published in 2026 in Basica: Journal of Arts and Science in Primary Education (Indonesia, vol. 6, no. 1, pp. 180-196) on the effect of Educaplay, with a game-based learning approach, on interest and participation in Science (IPAS) at MI Darussalam. With a pretest-posttest design with a control group, 50 students (25 and 25), an interest questionnaire (α = 0.89), participation observation sheets (reliability = 0.87), and analysis using an independent t-test, Mann-Whitney U, N-Gain, and Cohen's d, the mean interest of the experimental group reached 93.00 versus 76.80 (t(47) = 10.607; p = 0.000; d = 3.09, very large effect; N-Gain 54.20% versus 20.53%), and participation also differed significantly (U = 121.00; p = 0.000; 20.28 versus 16.24). It concludes that Educaplay significantly improves affective engagement and active participation in primary school.
See studyForeign languagesPrimaryIndonesia2025with data
The Effect of Using Educaplay Media on English Learning Outcomes of Grade 5th Elementary School Students
Sutra Dewi et al.
Study from Makassar State University (2025) that analyzes the effect of Educaplay on English learning in primary school students through a quasi-experimental design. Forty students participated, divided into a control group and an experimental group. The results show clear improvements in the group that used Educaplay compared with the traditional method. It is concluded that this tool improves students' learning and motivation.
See studyForeign languagesSecondaryIndonesia2026with data
The Effect of Using Froggy Jump Game in Educaplay Media on Students' Vocabulary Mastery
El efecto del uso del juego Froggy Jump del medio Educaplay sobre el dominio del vocabulario de los estudiantes
Rahmat Aditya Mahmud et al.
Quantitative study published in 2026 in Ideas: Journal on Language Teaching and Learning, Linguistics and Literature (Indonesia, vol. 14, no. 1, pp. 1998-2009) that explores the effect of Educaplay's Froggy Jump game on English vocabulary mastery in 7th grade at SMP Negeri 1 Botupingge. With a single-group pretest-posttest design, 28 students from class 7A chosen by purposive sampling (population of 246), and a six-session intervention, the paired-samples t-test was significant (p = 0.000 < 0.05) and the mean jumped from 45.57 to 85.57. It concludes that the game had a positive and substantial effect on vocabulary, reinforcing the evidence in favor of game-based digital media in the teaching of English as a foreign language.
See studyMathematicsPrimaryIndonesia2026with data
The effectiveness of Educaplay interactive media on mathematics learning outcomes of first grade students
Kireyna Chivi Sahditarani & Honest Ummi Kaltsum
Study from Universitas Muhammadiyah Surakarta (2026) that analyzes the effectiveness of Educaplay in mathematics with first-grade students. A pretest-posttest design was applied with 27 students. The results show a clear improvement in grades after using the tool. It is concluded that Educaplay improves students' learning, motivation, and participation.
See studyGeneralPrimaryIndonesia2025with data
The effectiveness of using Educaplay media with a deep learning approach to improve students' critical thinking skills
فعالية استخدام وسيلة "إدوكابالي" في تعليم مهارة القراءة لطلبة الصف العاشر بمدرسة محمدية السابعة الثانوية يوجياكرتا
Candra Avista Putri et al.
Study from Maulana Malik Ibrahim State Islamic University of Malang (2025) that analyzes the use of Educaplay combined with a Deep Learning approach to improve critical thinking in primary school students. A quasi-experimental design was used with a control group and an experimental group (44 students). The results show a notable improvement in critical thinking in the group that used Educaplay compared with the traditional method. It is concluded that this combination enhances active, reflective, and meaningful learning.
See studyForeign languagesSecondaryIndonesia2025with data
The effectiveness of using Educaplay in teaching reading skills in secondary education students
فعالية استخدام وسيلة "إدوكابالي" في تعليم مهارة القراءة لطلبة الصف العاشر بمدرسة محمدية السابعة الثانوية يوجياكرتا
Isma Aida Syahfitri Munthe
Experimental study carried out in 2025 at Sunan Kalijaga State Islamic University (Indonesia) with the aim of analyzing the use of Educaplay in Arabic reading comprehension. A quasi-experimental methodology was applied with two groups of secondary school students. The study was conducted with tenth-grade students in a formal educational setting. The results show a clear improvement in the group that used Educaplay. It is concluded that it fosters students' reading comprehension and participation.
See studySocial studies & valuesSecondaryIndonesia2026with data
The Influence of the Educaplay-Based Game Based Learning Model on the Learning Outcomes of Class X Students in Geography Learning at SMA Negeri 3 Bireuen
La influencia del modelo de aprendizaje basado en juegos con Educaplay sobre los resultados de los estudiantes de 10.º curso en el aprendizaje de Geografía en la SMA Negeri 3 de Bireuen
Nuriska Salsabila et al.
Quantitative study published in 2026 in Sosioedukasi (Indonesia, vol. 15, no. 2) that measures the effect of game-based learning with Educaplay on outcomes in Geography (the topic of earthquakes) in 10th grade. With a single-group pretest-posttest design, 33 students by total sampling, and multiple-choice tests analyzed with descriptive statistics, a paired t-test, effect size, and N-Gain, it found a significant difference (p < 0.05) with a mean that rose from 57.27 to 60.61 and a large effect size, although the mean N-Gain (0.0732) fell in the low category. It concludes, with honesty, that the model has a significant influence but requires further development to optimize the improvement in learning.
See studyGeneralHigher / Teacher ed.Indonesia2026with data
The influence of using the Educaplay website on increasing students’ memorization motivation in a university boarding school
Pengaruh Penggunaan Website Educaplay Terhadap Peningkatan Motivasi Hafalan Mahasantri di Pesantren Mahasiswa ITS PKU Muhammadiyah Surakarta
Ramadhani Nur Hikmah & Mahasri Shobahiya
Study carried out at Universitas Muhammadiyah Surakarta (2026) with the aim of analyzing the impact of Educaplay on students' memorization motivation in an Islamic education context. A quantitative methodology was used with a pre-experimental design and data collection through questionnaires. The research was conducted with students at a university boarding school (pesantren). The results show a clear increase in motivation, especially in participation and interest in learning. It is concluded that Educaplay is an effective tool for improving learning motivation.
See studySciencePrimaryIndonesia2025
Practicality test of Higher Order Thinking Skills (HOTS)-oriented evaluation instruments using Educaplay
Uji kepraktisan instrumen evaluasi berorientasi Higher Order Thinking Skill (HOTS) melalui media Educaplay
Roro Diah Pamungkas et al.
Study carried out at PGRI Ronggolawe Tuban University (2025) with the aim of evaluating the practicality of HOTS-based assessment instruments using Educaplay in primary education. A descriptive quantitative methodology was used with questionnaires directed at fifth-grade teachers and students. The study was conducted in the IPAS area in a school setting. The results show a very high practicality rating, highlighting ease of use and efficiency. It is concluded that Educaplay is an effective tool for digital assessments adapted to 21st-century learning.
See studyForeign languagesHigher / Teacher ed.Ecuador2025
Use of Educaplay-ICT in teaching English to university students
Sandy Abigail Chimba Almachi & Sandra Janeth Tigasi Tonato
Study carried out at the Technical University of Cotopaxi (Ecuador, 2025) with the aim of analyzing the use of Educaplay in the development of receptive skills in English. A mixed-methods methodology was used with tests before and after, as well as student surveys. The research was conducted with 22 fifth-semester university students. The results show a clear improvement in reading and listening comprehension, as well as greater motivation and participation. It is concluded that Educaplay is an effective tool for learning English.
See studyLanguage & literacySecondary2021
Use of Educaplay as a virtual environment to strengthen reading comprehension in 9th-grade students
Uso de Educaplay como entorno virtual para el fortalecimiento de la Comprensión lectora en estudiantes de 9°
Serpa Vergara, W
Master's thesis (2021) that uses Educaplay as a virtual environment to strengthen reading comprehension in 9th-grade students.
See studyLanguage & literacyPrimaryEcuador2026with data
Use of Educaplay as a Teaching Resource and Its Impact on Syllable Learning in Second-Year Basic General Education Students at the APCH Educational Unit
Uso de Educaplay como recurso didáctico y su incidencia en el aprendizaje de sílabas en estudiantes de segundo año de Educación General Básica de la Unidad Educativa APCH
Nicol Alexandra Vargas Quishpe & Lady Nagely Vega Paredes
Curricular integration project presented in 2026 at the State University of Bolívar (Ecuador), supervised by Vicente Tamayo Arellano, which determines the influence of Educaplay on the learning of syllables in the second year at the APCH Educational Unit (March-July 2026 period), given difficulties with recognizing, segmenting, and forming syllables that affected literacy. With a quantitative approach, an experimental pretest-posttest design, and a structured observation form on phonological awareness, identification, segmentation, and syllable counting, interactive and playful activities were applied on the platform. The results show difficulties especially with complex syllable structures and that Educaplay promoted participation, motivation, and interest, fostering literacy competencies through gamification.
See studyLanguage & literacyPrimaryEcuador2026with data
Use of Educaplay to Strengthen Reading Comprehension in Seventh-Year Basic Education Students
Uso de Educaplay para fortalecer la comprensión lectora en estudiantes de Séptimo Año Básico
Jonathan Marcelo Panta-Murillo et al.
Study published in 2026 in Journal Scientific MQRInvestigar (Ecuador, vol. 10, no. 2, pp. 1-20) that evaluates the effectiveness of Educaplay for strengthening reading comprehension in Language and Literature in the seventh year, compared with traditional and rote methodologies. With a mixed approach, a cross-sectional single-group quasi-experimental design (pretest-posttest), 20 students, and an eight-week intervention with activities of progressive complexity, it found a significant difference between the diagnostic and the final assessment (Student's t = -3.854, p < 0.001; Wilcoxon Z = -2.865, p = 0.003) with a large effect size (Cohen's d = 0.86). It concludes that Educaplay substantially improves performance and written production, reduces learning gaps, and achieves high motivation.
See studySocial studies & valuesPrimaryEcuador2024with data
Use of Educaplay for the evaluation of students with unfinished schooling in Social Studies
Marilyn Estefanía Cortez-Cabrera et al.
Study developed in Ecuador (2024) whose aim was to implement an activity plan using the Educaplay tool to improve the assessment process in the subject of Social Studies in students with incomplete schooling in 8th grade of EGB. A mixed (qualitative and quantitative) methodology of a descriptive type was used, employing surveys of teachers and students. The sample included students and teachers from the Yachana Inti Educational Unit. The results show that, although the teachers know the tool, its use is not consistent, but there is high interest among the students. It is concluded that Educaplay fosters more dynamic, playful, and meaningful learning, improving students' abilities and skills.
See studySciencePrimaryEcuador2025with data
Use of Educaplay and the development of scientific competences in natural sciences
Adriana Eugenia Barahona-Ibarra
Study carried out at the Central University of Ecuador (2025) with the aim of analyzing the impact of Educaplay on the development of scientific competencies in natural sciences. A quantitative methodology was used with a non-experimental, descriptive, and correlational design. The research was conducted with 385 basic education students in Quito. The results show a strong positive relationship between the use of Educaplay and the development of scientific competencies. It is concluded that this tool fosters students' learning and the development of scientific skills.
See studyMathematicsPrimaryEcuador2026with data
Use of Educaplay and Its Relationship with Academic Performance in Mathematics in Intensive Upper Basic Education Students
Uso de Educaplay y su relación con el rendimiento académico en Matemática en estudiantes de básica superior intensiva
Angela Narcisa Fuentes Saldana et al.
Study published in 2026 in Ciencia y Educación (Ecuador, vol. 7, no. 2.2, special issue) that describes the relationship between the use of Educaplay and performance in Mathematics in the intensive upper-basic level at the Catalina Cadena Miranda Educational Unit, where low performance is a persistent challenge. With a quantitative approach and a descriptive-comparative design (pretest and posttest with the same group plus a perception survey), the mean rose from 5.7 in the diagnostic to 7.8 in the final assessment, with favorable ratings for ease of use, understanding, and immediate feedback. The authors rigorously warn that, since inferential tests were not applied, causal impact cannot be established, and they recommend delving deeper with quasi-experimental studies using control groups.
See studyMathematicsPrimaryEcuador2026
Use of Educaplay and Wordwall as Reinforcement Tools for Two-Digit Vertical Multiplication in Fourth-Grade Students in the Post-Pandemic Context
Uso de Educaplay y Wordwall como herramientas de refuerzo en la multiplicación vertical por dos cifras para estudiantes de cuarto de básica en el contexto postpandemia
Dayana de las Mercedes Quinde Yánez
Degree project presented in January 2026 at the Pontifical Catholic University of Ecuador, supervised by Luz Germania Espinosa Chiriboga, which implements Educaplay and Wordwall as complementary resources to reinforce two-digit vertical multiplication in fourth grade of basic education after the pandemic. It was developed in two phases: theoretical grounding and diagnosis (documentary and descriptive analysis with a mixed approach) and the development and application of a projective proposal with interactive activities, evaluating scores and attempts along with the perception of motivation and autonomy. It concludes that these ICT tools notably reduce math anxiety, turn error into a learning opportunity, and make it possible to redirect toward educational ends the digital skills acquired during the pandemic, with a proposal transferable to other subjects.
See studyLanguage & literacyPrimaryEcuador2022with data
Use of playful pedagogical tools (Edpuzzle, Wordwall and Educaplay) for literary text analysis
Uso de herramientas lúdicas pedagógicas (Edpuzzle, Wordwall y Educaplay) para el análisis de textos literarios
Karen Mishelle Alonso Barcia & César Omar Góngora Tutiven
Study carried out at the Eloy Alfaro Lay University of Manabí (Ecuador, 2022) with the aim of analyzing the use of playful digital tools in literary analysis. A mixed methodology was applied through observation, surveys, and interviews with basic education students. The research was conducted with tenth-year students. The results show greater motivation, reading comprehension, and analytical ability when using digital platforms. It is concluded that these tools foster meaningful and dynamic learning for students.
See studyScienceHigher / Teacher ed.Ecuador2023
Use of the Educaplay Educational Application and Its Effect on the Assessment Process in the Natural Sciences Subject for Seventh-Grade Students at the Eneida Uquillas de Rojas Educational Unit
Uso de la aplicación educativa Educaplay y su efecto en el proceso de evaluación en la asignatura de Ciencias Naturales de los alumnos de séptimo grado de la Unidad Educativa Eneida Uquillas de Rojas
Gabriel Eduardo Rodríguez Sánchez
Master's research project in Education (Educational Technology and Innovation specialization) presented in January 2023 at the State University of Milagro (Ecuador), supervised by Rafael Lazo Sulca, which determines the impact of the lack of a technological tool in the assessment of Natural Sciences at the U.E. Eneida Uquillas de Rojas (2022-2023 period). With a qualitative, field-based, and explanatory approach, a 22-question survey (Google Forms) was administered to 28 teachers and 3 administrators. The results show that the teachers do not use technological tools in assessment despite being fully aware of their importance, which is why it concludes by recommending the incorporation of Educaplay into seventh-year assessments to obtain more effective results.
See studyMathematicsPrimaryEcuador2025
Use of the Educaplay digital tool in mathematics learning for fourth-grade elementary students
Uso de la herramienta digital Educaplay en el aprendizaje de Matemática para estudiantes de cuarto año de básica elemental
Viviana Josefa Mosquera Yépez et al.
Study carried out in Ecuador (2025) that analyzes the use of Educaplay to improve the learning of mathematics in primary education. A mixed methodology was used with observation, surveys, and interviews with fourth-year students. The results show improvements in students' learning and motivation. It is concluded that Educaplay fosters more dynamic and participatory learning.
See studyLanguage & literacyPrimaryEcuador2025
Use of the Educaplay digital tool to strengthen reading and writing skills in language and literature in third-grade basic education students
Uso de la herramienta digital Educaplay para el fortalecimiento de la lectoescritura en el área de lengua y literatura en estudiantes de tercero de Educación General Básica
Paola Natalya Orellana Bravo & Omar Paul Segarra Figueroa
Study carried out at the National University of Education (Ecuador, 2025) with the aim of strengthening literacy through Educaplay in third-year students in a rural context. A mixed methodology was used with an initial diagnosis and the piloting of a gamified proposal. The research was conducted with 17 basic education students. The results show improvements in reading comprehension, written expression, and motivation. It is concluded that Educaplay fosters active and contextualized learning.
See studySocial studies & valuesHigher / Teacher ed.Ecuador2024with data
Use of the “Educaplay” tool as a didactic strategy in the teaching of Social Studies
Uso de la herramienta “Educaplay” como estrategia didáctica en la enseñanza de la asignatura de Estudios Sociales
Mariuxi Elizabeth Gómez Holguín et al.
Study carried out in Ecuador (2024) that analyzes the impact of Educaplay on the teaching of Social Studies in basic education. A mixed methodology was used with teachers as the study population. The research was conducted at an educational unit with upper-basic-level teachers. The results show an increase in students' participation, motivation, and meaningful learning. It is concluded that Educaplay is an effective instructional tool for energizing the educational process.
See studyLanguage & literacySecondaryColombia2017with data
Use of the Educaplay Platform in Strengthening the Textual Comprehension of Seventh-Grade Students at the Policarpa Salavarrieta Educational Institution in Girardot
Uso de la plataforma Educaplay en el fortalecimiento de la comprensión textual de los estudiantes del grado séptimo de la Institución Educativa Policarpa Salavarrieta de Girardot
Yudy Maritza Quimbayo Gómez & Oscar Alfonso Sanabria Abril
Master's thesis defended in 2017 at the Graduate School of Norbert Wiener Private University (Lima, Peru) that determines to what extent Educaplay influences textual comprehension in the seventh grade of the Policarpa Salavarrieta Educational Institution in Girardot (Colombia). With a pre-experimental single-group design with a pre-test and post-test and a population of 20 students (13 girls and 7 boys, aged 11 to 13), multimedia activities were worked on in the platform and the results of both measurements were compared. It is one of the first Latin American graduate works dedicated to Educaplay as a resource for reading comprehension, and it supports the value of multimedia activities and ICT for strengthening this competency.
See studyForeign languagesSecondaryPeru2017with data
Use of the Educaplay platform in English language skills among secondary school students
Uso de la plataforma Educaplay en las capacidades del área de inglés en estudiantes de secundaria
Jannet Oyola Garcia
This study, carried out at César Vallejo University (Peru) in 2017, has the purpose of determining the influence of the use of the Educaplay platform on skills in the area of English in second-year secondary school students. A quantitative methodology with a quasi-experimental design was used, working with a student population divided into an experimental group and a control group. The context corresponds to an educational institution in Lima, where a pretest and posttest were applied. The results show that the use of Educaplay significantly influences the development of skills in the area of English.
See studyLanguage & literacyPrimaryEcuador2025with data
Use of the Educaplay platform to improve spelling in 11- and 12-year-old students
Uso de la plataforma Educaplay para mejorar ortografía en estudiantes de 11 y 12 años
Lucía Rebeca Calle Fernández
This study, published in 2025 in the Revista Científica Internacional Arandu UTIC, analyzes the use of the Educaplay platform to improve spelling in 11- and 12-year-old students at the Corazón de María Fiscomisional Educational Unit in Ecuador. A quantitative methodology with a pre-experimental design was used, applying a pretest and posttest to a sample of 23 students. The intervention included interactive digital activities such as games, crosswords, word searches, and video quizzes. The results show a significant improvement in spelling skills, rising from an initial 68% to 93% after the intervention.
See studyForeign languagesOtherEcuador2025
Use of Educaplay in the teaching of English as a foreign language
Utilización de Educaplay en la enseñanza del inglés como lengua extranjera
Rodrigo Alexander Rincón Zambrano et al.
This study, published in 2025 in the Revista Científica de Innovación Educativa y Sociedad Actual ALCON, analyzes the use of Educaplay as a tool for teaching English as a foreign language in Ecuador. It is based on a review of recent literature, using academic sources and empirical studies on the use of digital platforms in language learning. The work examines the Ecuadorian educational context and the need for innovative methodologies to improve students' language competencies. The results highlight that Educaplay improves motivation, the retention of vocabulary and grammar, and fosters interactive and personalized learning.
See studyMathematicsHigher / Teacher ed.Ecuador2026with data
Use of the Digital Tools Padlet and Educaplay in the Mathematics Subject of Middle Basic Education in Ecuador
Utilización de herramientas digitales Padlet y Educaplay en la asignatura de matemática de educación básica media en Ecuador
María Fernanda Lapo Merchán et al.
Study published in 2026 in the Revista Multidisciplinar G-ner@ndo (Ecuador, vol. 7, no. 1) that implements teacher training workshops on Padlet and Educaplay to strengthen the teaching of Mathematics at the middle-basic level at the Dr. Camilo Gallegos Domínguez Millennium Educational Unit (Sucumbíos, 2025-2026 period). With a descriptive-explanatory mixed approach, a pretest, posttest, and a survey of 30 Mathematics teachers, the diagnosis revealed notable shortcomings (only 20% with adequate infrastructure; 40% without clear methodologies; 63.3% doubtful of the contribution of these tools), but also 90% with a positive attitude. After the methodological workshops, 100% of the teachers achieved positive ratings in the technological, procedural, cognitive, and motivational dimensions, concluding that the training brought about an effective integration of both platforms.
See studySciencePrimaryIndonesia2026
Utilization of the Educaplay website application as a learning medium to enhance elementary school students’ creative thinking
Adinda Nihlah Alkhusufiah & Ratnasari Dyah Utami
This study, published in 2026 in the Journal of Educational Sciences, analyzes the use of the Educaplay web application in IPAS learning to improve creative thinking in primary school students in Indonesia. A descriptive qualitative methodology based on observation, interviews, and documentation was used, with data triangulation. The context corresponds to primary school students at a Muhammadiyah school, evaluating indicators such as fluency, flexibility, and curiosity. The results show that Educaplay increases participation, motivation, and the ability to generate ideas, fostering the development of creative thinking.
See studyMathematicsPrimaryEcuador2025
Neutrosophic evaluation of the use of Educaplay to improve academic performance in mathematics
Valoración neutrosófica del uso de Educaplay para mejorar el rendimiento académico en matemáticas
Ramón Cornelio Yankur Tsukanka et al.
This study, developed in 2025 in Ecuador, evaluates the use of Educaplay to improve academic performance in mathematics in fourth-year Basic Education students at the Luis A. Martínez Educational Unit. A mixed methodology is used that combines qualitative and quantitative analysis, incorporating Neutrosophic Cognitive Maps to analyze factors such as technological access, teacher training, and curricular integration. The educational context focuses on the implementation of digital tools in mathematics. The results indicate that Educaplay improves motivation, participation, and academic performance, highlighting the importance of technological infrastructure and teacher training for its success.
See studyGeneralHigher / Teacher ed.Spain2025with data
Gamification in Higher Education: A Case Study in Educational Sciences
José Alexis Alonso-Sánchez et al.
A 2025 case study in TechTrends (Springer, Q1) on a gamification experience within a university Educational Sciences degree. Instructors combined several gamified resources —Educaplay among them— to enliven the course and gauge its effect on students' motivation and engagement. The experience was perceived as more motivating than traditional teaching, with Educaplay as one of the tools in the design.
See studyGeneralHigher / Teacher ed.Chile2025with data
Is Gamification Effective for Women Who Wish to Learn Computer Programming?
Claudio Cubillos et al.
Published in 2025 in Human Behavior and Emerging Technologies (Wiley, Q1). A four-week experiment testing whether gamification helps women who wish to learn computer programming: one group used Educaplay (with scoring and ranking) against a control group. The result was null, with no statistically significant differences —an honest, useful counterexample about the limits of gamification.
See studyGeneralHigher / Teacher ed.Portugal2022with data
Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers
Inês Araújo y Ana Amélia Carvalho
A 2022 case study in Education Sciences (MDPI, Q1) on the enablers and difficulties of implementing gamification in the classroom, drawn from the experience of five teachers. Three of them use Educaplay (in geology and biology, in special education, and in integrated challenges). The paper documents what helps and what hinders the real-world adoption of these tools.
See studyGeneralHigher / Teacher ed.Chile2024with data
Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses
Rafael Mellado et al.
Published in 2024 in Applied Sciences (MDPI, Q2). An experimental study in programming courses examining gender differences and learning outcomes under gamification: the experimental group used Educaplay with scoring and ranking against an anonymous control. It analyses how the competitive format affects performance and participation by gender in ICT education.
See studyScienceSecondaryEcuador2024with data
Gamification to facilitate the learning of the nomenclature of metal oxides in high-school students
Gamificación para favorecer el aprendizaje de la nomenclatura de óxidos metálicos en estudiantes de bachillerato
Aníbal Gonzalo Galarza Chilán y Mario Adelfo Batista Zaldívar
Published in 2024 in Educación Química (UNAM, Q3). A quasi-experiment (38+38 high-school students) using a gamified strategy with Educaplay to learn the nomenclature of metal oxides. The experimental group outperformed the control, with gains in understanding chemistry content. Educaplay serves as the central tool of the teaching strategy.
See studyScienceHigher / Teacher ed.Spain2019with data
Impact of digital resources on the learning and development of the analysis-and-synthesis competence
Impacto de los recursos digitales en el aprendizaje y desarrollo de la competencia Análisis y Síntesis
María Concepción Garrido Astray et al.
Published in 2019 in Educación Médica (Elsevier, Scopus-indexed). It studies the impact of digital resources on learning and on the development of the analysis-and-synthesis competence in medical students, using crosswords built with Educaplay. It extends the tool's use to a new domain: medical education.
See studyForeign languagesHigher / Teacher ed.Colombia2025
The influence of the Educaplay platform on the learning and use of modal verbs in basic-level English students within a virtual environment
La influencia de la plataforma Educaplay en el aprendizaje y uso de verbos modales en estudiantes de inglés de nivel básico dentro de un entorno virtual
Yesica Lorena Mateus Mayorga
Applied project from UNAD (Colombia, 2025) with a qualitative, action-research design. It analyses how interactive activities built with Educaplay strengthened the appropriation and contextualised use of modal verbs in five students of the English III course. Findings show improved understanding and application of modals, fewer grammatical errors and greater confidence, motivation and autonomy in English learning.
See studyScienceSecondaryIndonesia2026with data
Effectiveness of Educaplay on students' learning outcomes and motivation in the topic of biodiversity
Efektivitas Educaplay terhadap Hasil Belajar dan Motivasi Peserta Didik pada Materi Keanekaragaman Hayati
Emalfida et al.
Published in 2026 in Jurnal Jeumpa (Ar-Raniry Islamic University, Indonesia). A one-group pretest-posttest quasi-experiment (30 secondary students) on biodiversity within the Merdeka Curriculum. After using Educaplay, the mean score rose from 62.13 to 83.47 (N-Gain 0.71, high), motivation increased by 34% and learning activity by 35%.
See studyMathematicsPrimaryIndonesia2026with data
The influence of Educaplay on interest in learning mathematics among second-grade primary students
Pengaruh Penggunaan Media Educaplay Terhadap Minat Belajar Matematika Siswa Kelas II SD Negeri 1 Batu Putih
Pebi Amalia Hibdiah
Undergraduate thesis from Universitas Muhammadiyah Mataram (Indonesia, 2026). A quasi-experiment with a control group (nonequivalent design) on interest in mathematics among second-grade students at SD Negeri 1 Batu Putih. The group using Educaplay through cooperative learning showed a statistically significant improvement (p = 0.013), with more interactive and motivating learning.
See studySocial studies & valuesPrimaryIndonesia2026
Implementation of technology-based learning (Educaplay game) to instil Pancasila values in first grade of primary school
Implementasi Pembelajaran Berbasis Teknologi (Game Educaplay) Dalam Menanamkan Nilai-Nilai Pancasila Di Kelas 1 SD GMIT Airnona 12 Kupang
Yusri Febrianti No'e et al.
Published in 2026 in the Science and Education Journal (SICEDU, Indonesia). A qualitative-descriptive study (observation, interviews, documentation and questionnaire) in a first-grade class at SD GMIT Airnona 12 (Kupang). Using the Educaplay game produced more interactive, student-centred learning, with high enthusiasm and participation and behaviours aligned with Pancasila values.
See studyMathematicsSecondaryEcuador2026with data
Educaplay as an interactive resource for improving academic performance in integer division among eighth-grade students in General Basic Education
Educaplay as an interactive resource for improving academic performance in integer division among eighth-grade students in General Basic Education
Kendra Jazmín Puma-Yauripoma et al.
Published in 2026 in Sinergia Académica (Universidad Bolivariana del Ecuador). A single-group pretest-posttest pre-experimental design (15 eighth-grade EGB students). After five sessions with Educaplay activities, the average rose from 6.40 to 8.00; the Wilcoxon test confirmed significant differences (α = 0.05), with gains in conceptual understanding, operational skill and problem-solving.
See studySocial studies & valuesPrimaryIndonesia2026
Development of deep learning-based Educaplay game media to improve fifth-grade Pancasila Education learning outcomes
Development of Deep Learning-Based Educaplay Game Media to Improve Fifth Grade Pancasila Education Students Learning Outcomes
Maulfi Hanifatunnisa y Sri Sami Asih
Published in 2026 in the Journal of Practice Learning and Educational Development (JPLED, Indonesia). A development study (ADDIE model) of an Educaplay game medium for fifth-grade Pancasila Education, oriented to a deep-learning approach. The material was designed and validated to improve students' learning outcomes.
See studyForeign languagesPrimaryEcuador2026with data
Ludic activities in Educaplay for developing English vocabulary in sixth grade of Basic Education
Actividades Lúdicas en Educaplay para Desarrollar el Vocabulario en Inglés de Sexto Año de Educación Básica
Doris Fernanda Iza Iza y Cristian Patricio León Noroña
Published in 2026 in Revista Scientific (Venezuela). A descriptive field study, non-experimental and mixed-methods; a Likert-scale survey of 71 representatives validated by eight specialists, at the Teodoro Wolf Basic Education School (Durán, Ecuador). 83.1% consider Educaplay's ludic activities effective for vocabulary, 73.2% perceive greater motivation and 71.8% greater student confidence.
See studySocial studies & valuesPrimaryIndonesia2026with data
Improving learning activeness through Educaplay learning media in class VA students of Madrasah Ibtidaiyah Al-Falah
Badriyah Fayumi et al.
Published in 2026 in the International Journal of Education, Vocational and Social Science (Indonesia). Classroom action research (Kemmis and McTaggart, two cycles) with 24 fifth-grade (VA) students in Pancasila Education. Mean learning activeness rose from 17.02% at baseline to 82.55% at the end, with greater engagement in tasks, questioning and problem-solving.
See studyForeign languagesSecondaryIndonesia2026with data
The effect of the Educaplay medium on increasing students' interest in learning Arabic
تأثير وسيلة اديوكابلاي في ترقية رغبة الطلاب في تعليم اللغة العربية بمدرسة مرضية المتوسطة الإسلامية
Nora Juwita
Published in 2026 in Riyahuna: Jurnal Pendidikan Bahasa Arab (UHAMKA, Indonesia). A quasi-experiment with experimental and control groups in eighth grade at MTs Islamiyah Mardhiyyah. The experimental group's mean (73.17) exceeded the control's (52.07) —Mann-Whitney test—, evidencing Educaplay's effectiveness in increasing interest in Arabic.
See studyLanguage & literacyPrimaryEcuador2025with data
Educaplay as a teaching strategy for learning Language and Literature in upper-primary students
EDUCAPLAY como estrategia didáctica para el aprendizaje de lengua y literatura en estudiantes de básica media
Dayana Carolina Alcívar Macías et al.
Published in 2025 in Magazine de las Ciencias (Ecuador). A mixed-methods, quasi-experimental study with 61 fifth-grade students (and 4 teachers) at the Teresa de Calcuta school. The Educaplay intervention produced a significant difference in favour of the experimental group (t = -8.356; p < 0.001; Mann-Whitney U = 44.5), with gains in reading comprehension and text production.
See studyForeign languagesSecondaryIndonesia2026with data
The influence of Educaplay on students' English vocabulary mastery
Mika Avialisha Tama et al.
Published in 2026 in the English Education, Linguistics, and Literature Journal (UIN Banten, Indonesia). A quasi-experiment with a nonequivalent control group and 72 eleventh-grade students (MAN 2 Serang). The Educaplay group improved from 75.13 to 86.52 versus the control (72.22 to 78.33); Mann-Whitney (p < 0.001) and t-tests confirmed significant differences, with a large effect size (Cohen's d = -1.85).
See studyGeneralSecondaryIndonesia2026
Effectiveness of the Educaplay educational game in increasing learning interest among madrasah tsanawiyah students
Efektivitas Game Edukatif Educaplay dalam Meningkatkan Minat Belajar Siswa Madrasah Tsanawiyah
Faidul Mannan et al.
Published in 2026 in JUKTISI (Indonesia). A qualitative-descriptive study (observation, interviews and documentation) on learning interest among seventh-grade madrasah tsanawiyah students. Educaplay produced more interactive, enjoyable and less monotonous learning; the interactive quizzes and game system increased students' focus, participation and enthusiasm.
See studyScienceHigher / Teacher ed.Iran2026with data
EducaPlay gamified digital assessment versus traditional assessment in undergraduate nursing education: a quasi-experimental study
Atefeh Shamsi et al.
Published in 2026 in BMC Medical Education (Springer Nature; indexed in Scopus, PubMed and Web of Science). A quasi-experimental study comparing EducaPlay gamified digital assessment with traditional assessment in undergraduate nursing students (Iran). It is the first entry in the catalogue to take Educaplay into assessment within nursing education in a top-tier journal.
See studyGeneralHigher / Teacher ed.Spain2025with data
A gamified digital framework in higher education: impact on learning and motivation
Elena Carrión Candel et al.
Published in 2025 in the Turkish Online Journal of Distance Education (TOJDE, Scopus Q2). A pre-experimental design with pre- and post-intervention measures in 147 pre-service teachers at a private Spanish university (Early Childhood and Primary degrees and a Secondary master's), over five months in an online university classroom. The experience combined several gamified resources —Nearpod, Genially, Educaplay, Breakout and Quizizz— and found significant improvements (p < .05) in students' learning and motivation.
See study