This study aims to determine student perceptions regarding the use of the Wayground platform (Quizizz) in the "Perkembangan Peserta Didik"/Learner Developmental course within the Special Education Department at Universitas Negeri Makassar. The research employs a quantitative descriptive method with a survey approach involving 91 students as respondents. Data were collected through a validated questionnaire using a 1-4 Likert scale, measuring five dimensions: ease of use, enjoyment, gamification, learning attitude, and barriers. The results indicate that 91% of students have a high perception (excellent) and 9% have a moderate perception (good) toward the use of Wayground. The enjoyment dimension achieved the highest score (3.541), followed by gamification (3.530), learning attitude (3.441), and ease of use (3.416), all of which fall into the high category. The barriers dimension received a moderate score (2.702), with the primary constraint being internet infrastructure limitations experienced by 84% of the students. Consequently, Wayground is proven to be an effective interactive learning medium capable of enhancing students' active engagement and enthusiasm in understanding learner development materials.
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