Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published

PENINGKATAN MOTIVASI BELAJAR SISWA MELALUI GAMIFIKASI DALAM PEMBELAJARAN KELAS V SEKOLAH DASAR

Desta Widyawati, Arum (Unknown)
Merlin Claudia, Deva (Unknown)
Qotimah, Khusnul (Unknown)



Article Info

Publish Date
09 Jun 2026

Abstract

This study aims to improve the learning motivation of fifth-grade students at SDN 182/I Hutan Lindung through the implementation of gamification using Canva-based leveled game media. The research design used was Classroom Action Research (CAR) conducted in one cycle with two meetings. Research subjects were 16 fifth-grade students. Data were collected through observation sheets and learning motivation questionnaires. The results showed an increase in average student learning motivation from 41.9% in the pre-cycle to 75.5% in the post-action of cycle I, with all success indicators achieved. The application of gamification elements such as points, badges, leaderboards, and level-based challenges proved effective in creating an enjoyable learning atmosphere, increasing active participation, satisfaction, and student confidence. These findings prove that gamification is an innovative and relevant approach to be applied in elementary school learning in accordance with the principles of the Independent Curriculum.

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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 ...