Abstract
This study aims to determine the increase in learning activity of 5th grade students of SDN 02 Klegen through the application of interactive game media based on Educaplay integrated with the Problem-Based Learning (PBL) model in the Indonesian language subject on the material of words with the affix Ter-. The method used is Classroom Action Research (CAR) with the Kemmis and Taggart model consisting of two cycles, each including the planning, implementation, observation, and reflection stages. The subjects of the study were 28 5th grade students of SDN 02 Klegen consisting of 18 male students and 10 female students. Data were collected through observation, questionnaires, and documentation, then analyzed descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning activity from the initial condition (pre-cycle) of 42.8%, increasing to 67.8% in Cycle I, and reaching 85.7% in Cycle II. The success indicator set at ≥80% has been achieved in Cycle II. The conclusion of this study is that the combination of interactive game media and the PBL model has proven effective in creating an active, enjoyable, and meaningful learning environment, thereby significantly increasing student learning activity.