This study aims to determine the effect of the Gamification learning model on Mathematics learning outcomes of fourth-grade students at SD Negeri 040460 Berastagi in the 2025/2026 academic year. The background is based on the low learning outcomes caused by conventional methods that are less attractive and fail to engage students actively. Gamification was chosen as an innovative model by integrating game elements such as points, levels, challenges, and rewards to increase motivation and involvement. This research used a quantitative approach with an experimental method, employing a pretest-posttest control group design. The population consisted of 46 students divided into two classes: class IV-A as the control group using conventional learning and class IV-B as the experimental group using Gamification. Data were collected through learning outcome tests and analyzed using statistical tests including normality, homogeneity, and independent sample t-test. The results showed a significant difference between the two groups. The experimental class obtained an average posttest score of 84, while the control class reached 66. The t-test yielded a significance value of 0.000 < 0.05, indicating a significant effect. It is concluded that the Gamification model effectively improves Mathematics learning outcomes and is recommended as an alternative innovative learning strategy in elementary schools.
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