COMPETITIVE: Journal of Education
Vol. 5 No. 3 (2026)

Implementation of Gamification Learning (The Quest) Using Quizwhizzer on Social Studies Class 8E at SMP Negeri 14 Bandung

Tri Tianti (Universitas Pendidikan Indonesia, Indonesia)
Siska Rahayu (Universitas Pendidikan Indonesia, Indonesia)
Zakiyatul Maula (Universitas Pendidikan Indonesia, Indonesia)
Pritha Natasya (Universitas Pendidikan Indonesia, Indonesia)



Article Info

Publish Date
09 Sep 2026

Abstract

The use of learning media in the current educational context is very important, one of the media that attracts attention is QuizWhizzer, a web-based platform that allows teachers to create educational games but has not been widely used by social studies teachers. This study aims to explain how the application of gamification using QuizWhizzer can affect the motivation of 8E class students at SMP Negeri 14 Bandung in learning social studies on population dynamics material. The research method uses a descriptive qualitative approach. Based on the results of the research that has been done, it can be concluded that the application of gamification learning using QuizWhizzer in social studies learning class 8E at SMP Negeri 14 Bandung is effective in increasing student learning motivation. In addition, despite some weaknesses, the gamification elements contained in QuizWhizzer are able to create a fun and challenging learning atmosphere, so that students are more motivated to learn.

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Journal Info

Abbrev

i

Publisher

Subject

Religion Education Social Sciences

Description

COMPETITIVE: Journal of Education is a peer-reviewed journal published by Perkumpulan Dosen Fakultas Agama Islam Indramayu. The journal is aimed at spreading the research results conducted by academicians, educators, researchers, administrators at academic institutions, and practitioners in the ...