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All Journal Ludi Litterarri
Dewi Anggreini
Universitas Sarjana wiyata Tamansiswa Yogyakarta

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The Effectiveness of Gamification in Learning on Increasing Students' Engagement of Fifth Grade Elementary Students Safrudin Sahmadan; Dewi Anggreini
Ludi Litterarri Vol. 3 No. 1 (2026): Ludi Literarri - May
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/3jmww341

Abstract

This study examines the effectiveness of gamification in learning to increase student engagement among fifth-grade elementary school students. Gamification, the integration of game elements such as points, badges, leaderboards, and rewards into non-game learning contexts, has gained growing attention as a pedagogical strategy to foster motivation and active participation. This research employed a quasi-experimental design with a pre-test and post-test control group, involving 60 fifth-grade students from two classes. The experimental group received gamified instruction using digital platforms over six weeks, while the control group followed conventional learning. Data were collected through student engagement questionnaires, observation checklists, and learning outcome tests. Results indicated a statistically significant improvement in student engagement in the experimental group (p < 0.05), with higher scores in behavioral, emotional, and cognitive dimensions. Students demonstrated increased enthusiasm, persistence, and collaborative behaviors. These findings suggest that gamification is an effective strategy for enhancing student engagement in elementary education, offering implications for curriculum design and classroom practice