This study aimed to analyze the implementation of Chromebook-based digital gamification in mathematics learning to improve students' motivation, engagement, and critical thinking skills. The study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The participants consisted of 50 seventh-grade students at SMP Nanyang Zhi Hui Medan in the 2025/2026 academic year, comprising 25 students in the experimental group and 25 students in the control group. The experimental group received mathematics learning using Chromebook-based digital gamification through Quizizz, Blooket, and Gimkit, while the control group received conventional mathematics learning. Data were collected using critical thinking tests, learning motivation questionnaires, and student engagement questionnaires. Based on the simulated research data, the experimental group obtained a higher posttest mean score of 82.64 for critical thinking than the control group, which obtained 73.16. The average motivation score of the experimental group increased to 84.72, while the control group obtained 76.08. Student engagement in the experimental group reached 86.20, while the control group obtained 74.96. The simulated independent sample t-test for critical thinking resulted in Sig. (2-tailed) = 0.003 < 0.05, indicating a significant difference between the two groups. These findings indicate that Chromebook-based digital gamification has the potential to create more interactive mathematics learning and support students' motivation, engagement, and critical thinking development.
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