Low learning motivation in Pancasila Education was a fundamental problem identified in class VII-7 of SMPN 23 Malang. A baseline survey of 31 students showed an average motivation score of only 48.7%, well below the 75% success indicator, marked by weak student engagement, minimal response to teachers’ questions, and low enthusiasm during lessons. This study aimed to analyze and improve students’ learning motivation through a Game-Based Learning (GBL) approach assisted by a Matching Card medium on the topic of Indonesia’s Diversity within Bhinneka Tunggal Ika. A Classroom Action Research (CAR) design following the Kemmis and McTaggart model was applied over two cycles, each consisting of planning, action, observation, and reflection, across four meetings with a pretest and posttest. The subjects were 31 seventh-grade students in the 2025/2026 academic year. Results showed a significant increase in learning motivation: from an average of 48.7% at baseline to 64.3% in Cycle I, and 82.6% in Cycle II. All six motivation indicators exceeded the established target. These findings confirm that GBL assisted by a Matching Card medium significantly improves students’ learning motivation in Pancasila Education.
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