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Abstract


Academic success in elementary schools is heavily influenced by students' learning motivation. To enhance this motivation, it is essential to implement instructional models that can actively engage students. This study examines the effect of the gamification learning model on the learning motivation of third-grade students at SDN Karah I/411 Surabaya. A quasi-experimental method with a nonequivalent control group design was employed. The study involved 42 students, consisting of 22 students in the experimental class and 20 students in the control class. The research instruments included a learning motivation questionnaire and student activity observation sheets. Data were analyzed using the Independent Sample t-test and N-Gain score after fulfilling the prerequisite tests. The results obtained a significance value of 0.035 (p < 0.05), indicating a distinct difference in learning motivation between the two classes. The increase in learning motivation in the experimental class reached 45.54% (moderate category), whereas the control class only reached 5.48% (low category). Observation results further reinforce these findings. Consequently, the gamification learning model is effective in boosting students' learning motivation and serves as a viable instructional alternative in elementary schools.


Keywords


Gamification Learning Model, Learning Motivation, Student Engagement, Elementary School, Quasi-Experimental Study