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.
No takes yet. Share an insight, caveat, or question.
Ilmi et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: