This classroom action research (CAR) aims to improve students' learning outcomes in Indonesian language learning, specifically on the topic of praise, criticism, and suggestions, through the implementation of Gimkit gamification. The subjects of this research were 31 students of class VII B at SMP Negeri 11 Madiun. Adopting the Kemmis and McTaggart model, this study was conducted in two cycles, each consisting of planning, action, observation, and reflection phases. Data were collected through learning outcome tests, observation sheets, and documentation, which were subsequently analyzed using descriptive qualitative and quantitative methods. The results demonstrate that the implementation of Gimkit effectively enhances students' learning outcomes. This is reflected in the steady increase in classical mastery, rising from 19% in the pre-cycle phase to 53% in Cycle I, and reaching 91% in Cycle II. The utilization of Gimkit as a game-based evaluation medium successfully delivers an interactive and engaging learning experience, which in turn optimizes students' comprehension of the material. In conclusion, Gimkit gamification is proven effective in improving students' learning outcomes on the topic.
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