Implementation of Gamification as a Classroom Management Strategy to Increase Learning Motivation in Elementary School Students

Vina Febryana, Wina Nopianti Lestari, Vera Novia, Yesa Ramadhani, Sofyan Iskandar

Abstract


Low learning motivation among elementary school students often stems from monotonous conventional teaching methods and a lack of meaningful interaction in elementary education. This context underscores the urgent need for innovative pedagogical strategies. Therefore, this study aims to examine the role of gamification in enhancing elementary school students' learning motivation using a quantitative survey. The results showed that the highest positive scores were recorded for varied teaching methods (4.69) and the use of interactive applications such as Kahoot! and Quizizz (4.44). The study, conducted over one month in October 2025, used questionnaires administered to teachers and prospective teachers and found high average scores, indicating a positive response to gamification. These data indicate that implementing gamification elements significantly increases motivation and engagement. Therefore, it can be concluded that gamification is an effective pedagogical strategy for increasing learning motivation. The implication of this study is the need for teacher creativity in designing contextual, curriculum-aligned, gamification-based learning environments to ensure optimal implementation.


Keywords


Elementary education; gamification; innovative learning; teachers; learning motivation.

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References


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DOI: https://doi.org/10.17509/md.v21i2.91673

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