This study was motivated by the low level of student participation in learning activities due to the implementation of conventional teaching methods that provide limited opportunities for active student involvement. The purpose of this study was to describe the reality of implementing gamification-based learning in improving students' learning participation and to identify the forms of student participation after the implementation of gamification at SMP Islam Al-Fattahiyyah. This research employed a descriptive qualitative approach involving the principal, a Pancasila Education teacher, and students as research subjects. Data were collected through observation, interviews, and documentation, and were analyzed using data reduction, data display, and conclusion drawing techniques. The findings revealed that gamification was implemented manually through a system of points, levels, quizzes, and group challenges without the use of digital applications. The implementation successfully created a more active, interactive, and enjoyable learning environment. Furthermore, students' learning participation increased, as reflected in their greater willingness to ask questions and express opinions, higher involvement in completing assignments, improved learning motivation, and stronger collaboration among students in group activities. Therefore, gamification-based learning was found to be effective in enhancing students' learning participation at SMP Islam Al-Fattahiyyah.
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