Abstract. This study examined the effectiveness of Blooket, a web-based gamified learning medium, in improving fifth-grade students’ Civics (PKN) learning outcomes at SD GMIT 2 Kuanino, Kupang City. A quasi-experimental nonequivalent control group design with pretest–posttest was employed. Twenty students participated (experimental group n=10; control group n=10). The intervention was delivered during the Pancasila values unit, using Blooket quizzes in the experimental class, while the control class received conventional instruction. Learning outcomes were measured using a 20-item multiple-choice test. Data were analyzed using assumption tests (Shapiro–Wilk and Levene) followed by hypothesis testing. The experimental group obtained a higher posttest mean (M=79.85) than the control group (M=66.35), indicating a descriptive improvement. However, the hypothesis test did not show a statistically significant difference at α=0.05 (p=0.136). These findings suggest that Blooket can support students’ engagement and may improve learning outcomes, yet its effect was not confirmed statistically in this small-scale study. Further studies with larger samples and longer interventions are recommended. Keywords: Blooket; Gamification; Web-Based Learning Media; Civic Education; Learning Outcomes; Elementary School Abstrak. Penelitian ini bertujuan menguji efektivitas Blooket sebagai media pembelajaran gamifikasi berbasis web dalam meningkatkan hasil belajar Pendidikan Kewarganegaraan (PKN) siswa kelas V di SD GMIT 2 Kuanino, Kota Kupang. Penelitian menggunakan pendekatan kuasi-eksperimen dengan desain nonequivalent control group pretest–posttest. Subjek penelitian berjumlah 20 siswa (kelompok eksperimen n=10; kelompok kontrol n=10). Perlakuan diberikan pada materi nilai-nilai Pancasila, di mana kelas eksperimen belajar menggunakan kuis Blooket, sedangkan kelas kontrol menggunakan pembelajaran konvensional. Hasil belajar diukur melalui tes pilihan ganda sebanyak 20 butir. Data dianalisis melalui uji prasyarat (Shapiro–Wilk dan Levene) dan dilanjutkan uji hipotesis. Hasil menunjukkan nilai rata-rata posttest kelas eksperimen (M=79,85) lebih tinggi daripada kelas kontrol (M=66,35). Namun, uji hipotesis menunjukkan perbedaan tersebut tidak signifikan pada α=0,05 (p=0,136). Temuan ini mengindikasikan Blooket berpotensi meningkatkan keterlibatan belajar dan memberikan peningkatan nilai secara deskriptif, tetapi efektivitasnya belum terkonfirmasi secara statistik pada skala penelitian ini. Penelitian lanjutan dengan sampel lebih besar dan durasi intervensi lebih panjang disarankan.. Kata Kunci: Blooket; Gamifikasi; Media Pembelajaran Berbasis Web; PKN; Hasil Belajar; Sekolah Dasar
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