Implementation of the Gamification Method to Increase Bahasa Indonesia Learning Motivation in Grade V Students

This study aims to describe the implementation of the gamification method and to analyze its contribution to Bahasa Indonesia learning motivation among fifth-grade students at UPTD SD Negeri 12 Parepare, a context rarely examined in gamification research. Qualitative classroom action research based on the Kemmis and McTaggart model was conducted in three cycles with one teacher and 14 students (7 boys and 7 girls). Data were collected through observation, questionnaires, and documentation, then analyzed using the Miles and Huberman model. Teacher activity increased from 57.14% (Poor) to 92.8% (Good), student activity from 66.1% to 88.7% (Good), and average learning motivation from 62.7% (Fair) to 87.3% (High), with 13 of 14 students reaching the high to very high category. Consistent implementation of the five gamification steps proved essential.

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Publication Details

Journal
International Journal of Educational and Life Sciences
Published
2026-10-31
DOI
https://doi.org/10.59890/ijels.v4i10.103
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Implementation of the Gamification Method to Increase Bahasa Indonesia Learning Motivation in Grade V Students

Muhammad Asrul Sultan, Nur Ilmi, Imam Hidayat
International Journal of Educational and Life Sciences
Educational Games and Gamification
article

Implementation of the Gamification Method to Increase Bahasa Indonesia Learning Motivation in Grade V Students

Muhammad Asrul Sultan, Nur Ilmi, Imam Hidayat
article en

Abstract

This study aims to describe the implementation of the gamification method and to analyze its contribution to Bahasa Indonesia learning motivation among fifth-grade students at UPTD SD Negeri 12 Parepare, a context rarely examined in gamification research. Qualitative classroom action research based on the Kemmis and McTaggart model was conducted in three cycles with one teacher and 14 students (7 boys and 7 girls). Data were collected through observation, questionnaires, and documentation, then analyzed using the Miles and Huberman model. Teacher activity increased from 57.14% (Poor) to 92.8% (Good), student activity from 66.1% to 88.7% (Good), and average learning motivation from 62.7% (Fair) to 87.3% (High), with 13 of 14 students reaching the high to very high category. Consistent implementation of the five gamification steps proved essential.

International Journal of Educational and Life SciencesVol. 4(10)
State University of Makassar (ID)
Openalex Percentile: Top 5%
Educational Games and Gamification
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