Despite the growing body of research on gamification in elementary education, empirical evidence specifically examining its effectiveness in Indonesian language instruction within the context of the Merdeka Curriculum remains limited. This study aimed to examine the effect of Quizizz-assisted gamification on fourth-grade students' learning outcomes in the Indonesian language subject at SDN 19 Tanjung Tengang, West Kalimantan, Indonesia. A quantitative pre-experimental method with a one-group pretest-posttest design was employed, involving 27 students selected through total sampling. The intervention consisted of six instructional sessions using Quizizz-based gamification activities incorporating points, leaderboards, badges, time limits, and immediate feedback. Data were collected using a validated 20-item multiple-choice test (Aiken's V > 0.80, Cronbach's α = 0.709) measuring reading comprehension, vocabulary understanding, and language rule application. The findings revealed a significant improvement in learning outcomes, with mean scores increasing from 66.96 (SD = 6.636) in the pretest to 85.04 (SD = 5.080) in the posttest. The paired-sample t-test indicated a statistically significant difference, t(26) = 3.05, p < .001, with a very large effect size (Cohen's d = 3.00). Beyond academic achievement, Quizizz enhanced students' motivation, engagement, and active participation. These findings suggest that Quizizz-assisted gamification is a promising instructional strategy for improving elementary Indonesian language learning outcomes. However, the absence of a control group precludes causal attribution, and future research employing randomized controlled trials with larger, more diverse samples is recommended to establish causality and examine long-term knowledge retention.