Kasriman Kasriman
Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Prof. Dr. Hamka

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Penerapan Gamifikasi Ular Tangga Berbasis Quizwhizzer dalam Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Pendidikan Pancasila Kelas IV SD Desi Fitria Sari; Kasriman Kasriman
Jurnal Ilmiah Global Education Vol. 7 No. 3 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i3.6836

Abstract

This study aimed to describe the implementation of QuizWhizzer-based digital snakes and ladders gamification in improving students' learning motivation in Pancasila Education, particularly on the topics of moral norms and social etiquette norms, in the fourth grade of SD Negeri Cawang 12. The study employed a qualitative approach with a descriptive method. The research subjects consisted of a fourth-grade teacher and fourth-grade students of SD Negeri Cawang 12. Data were collected through observation, interviews, and documentation. Data analysis was conducted using the Miles and Huberman interactive model, including data reduction, data display, and conclusion drawing. Data validity was ensured through source triangulation and technique triangulation. The findings revealed that the implementation of QuizWhizzer-based digital snakes and ladders gamification created a more interactive, enjoyable, and student-centered learning environment. Students demonstrated positive responses, as indicated by increased enthusiasm, participation, and engagement throughout the learning process. Furthermore, the gamification approach contributed to improving students’ learning motivation, which was reflected in greater attention, activeness, confidence in answering questions, and persistence in completing learning activities. The integration of the traditional snakes and ladders game with the QuizWhizzer digital platform also enhanced students’ interest in learning and facilitated a better understanding of moral and social etiquette norms. Therefore, QuizWhizzer-based digital snakes and ladders gamification can serve as an effective alternative learning strategy to enhance students’ learning motivation in Pancasila Education at the elementary school level.