This study is motivated by low student learning outcomes and the weakening internalization of Islamic character values caused by teacher-centered instruction and conventional assessment practices. The study aims to analyse the effect of using ZEEP Quiz, a gamification-based learning medium, on the learning outcomes and Islamic character values of students at SMA Negeri 13. A quantitative approach was employed using a quasi-experimental method with a nonequivalent control group design. The sample consisted of 64 grade-X students selected purposively, comprising 32 students in the experimental class and 32 students in the control class. The research instruments were a multiple-choice achievement test and a Likert-scale questionnaire on Islamic character values. Data were analysed using normality tests, homogeneity tests, independent sample t-tests, N-Gain, and multivariate analysis of variance. The results show that the learning outcomes of the experimental class (84.06) were significantly higher than those of the control class (75.31) with a significance value of 0.000 < 0.05, and the Islamic character score of the experimental class (4.21) exceeded that of the control class (3.68). These findings confirm that interactive digital quiz media function not merely as assessment tools but also as instruments for cultivating honesty, trustworthiness, and discipline among students.
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Supriono et al. (2026) studied this question.
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