Zakiyatul Maula
Universitas Pendidikan Indonesia, Indonesia

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Implementation of Gamification Learning (The Quest) Using Quizwhizzer on Social Studies Class 8E at SMP Negeri 14 Bandung Tri Tianti; Siska Rahayu; Zakiyatul Maula; Pritha Natasya
COMPETITIVE: Journal of Education Vol. 5 No. 3 (2026)
Publisher : Perkumpulan Dosen Fakultas Agama Islam Indramayu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58355/competitive.v5i3.186

Abstract

The use of learning media in the current educational context is very important, one of the media that attracts attention is QuizWhizzer, a web-based platform that allows teachers to create educational games but has not been widely used by social studies teachers. This study aims to explain how the application of gamification using QuizWhizzer can affect the motivation of 8E class students at SMP Negeri 14 Bandung in learning social studies on population dynamics material. The research method uses a descriptive qualitative approach. Based on the results of the research that has been done, it can be concluded that the application of gamification learning using QuizWhizzer in social studies learning class 8E at SMP Negeri 14 Bandung is effective in increasing student learning motivation. In addition, despite some weaknesses, the gamification elements contained in QuizWhizzer are able to create a fun and challenging learning atmosphere, so that students are more motivated to learn.