This study aims to examine the effect of using gamification-based interactive learning media on the motivation to learn Indonesian in grade III students of SDN 03 Bilah Barat. In conventional learning processes, students tend to be passive and lack enthusiasm. Therefore, this study proposes gamification as a solution to increase student engagement. The gamification implemented in this study does not use digital technology, but is instead designed in the form of missions, challenges, and a simple reward system in the form of gold and silver star stickers. This study uses a quantitative approach with experimental methods. The research subjects were 30 third-grade students at SDN 03 Bilah Barat, divided into two groups: an experimental class (the group receiving gamification media) and a control class (the group receiving conventional learning methods), each consisting of 15 students. Data were collected through observation, interviews, and a student learning motivation questionnaire. Data analysis was conducted using a t-test to compare differences in learning motivation between the two groups. The results showed a significant effect of the use of gamification-based interactive learning media on student learning motivation. The increase in learning motivation in the experimental group reached 47.01%, significantly higher than the control group's 4.58%. This finding indicates that gamification elements such as challenges, point systems, and rewards are effective in stimulating students' internal drive to learn, transforming boring learning tasks into engaging challenges. This success was further supported by learning outcome data, which showed 86.7% of students in the experimental class achieved the "Very High" category on their Student Worksheets (LKPD)
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