Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release

PEMANFAATAN MEDIA GAMIFIKASI DIGITAL UNTUK MENINGKATKAN JOYFUL LEARNING DALAM PEMBELAJARAN IPS DI SMP NEGERI 3 TAROGONG KIDUL

Rahman, Firman (Unknown)
Tetep (Unknown)



Article Info

Publish Date
19 Feb 2026

Abstract

This study aims to analyze the effectiveness of digital gamification media in improving joyful learning in social studies learning at SMP Negeri 3 Tarogong Kidul. The background of this research is the low level of student engagement and learning motivation in social studies classes. This research used a quantitative approach with a quasi-experimental method and a nonequivalent control group design. The sample consisted of two classes, namely the experimental class and the control class. Data were collected through questionnaires, observations, and learning outcome tests. The results showed that the use of digital gamification media significantly improved students’ joyful learning and learning outcomes compared to conventional learning. Therefore, digital gamification media can be used as an alternative learning strategy to create a fun and meaningful learning environment. Keywords: digital gamification, joyful learning, social studies learning

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...