THE IMPLEMENTATION OF STUDENT-CENTRED LEARNING IN THE MERDEKA CURRICULUM THROUGH THE USE OF EDUCAPLAY
Abstract
The implementation of the Merdeka Curriculum requires the realization of student-centered learning (SCL), which promotes students’ active participation, independence, and collaboration. However, classroom practices in schools are still often dominated by teacher-centered approaches, highlighting the need for innovative learning media that support this educational transformation. This study aims to analyze the implementation of student-centered learning within the Merdeka Curriculum through the utilization of the Educaplay platform in Pancasila Education at the senior high school level. This research employed a descriptive qualitative approach with a case study design. Data were collected through participatory observation, expert validation of learning materials and instructional tools, and documentation. Data analysis was conducted qualitatively using the Miles and Huberman interactive model, while validation data were analyzed using feasibility percentages. The findings revealed that the developed instructional tools achieved an average validation score of 98.75%, categorized as excellent. The implementation of Educaplay features, including interactive slideshow, matching game, and froggy jumps, successfully increased students’ active engagement, fostered learning independence, strengthened collaboration and communication skills, created more meaningful and contextual learning experiences, and transformed the teacher’s role into that of a learning facilitator. These findings are further supported by a synthesis of the literature indicating that gamification and game-based learning effectively enhance students’ motivation, participation, and learning outcomes. Therefore, Educaplay functions not only as a digital learning medium but also as a pedagogical tool that supports the implementation of student-centered learning principles within the Merdeka Curriculum.