Improving Learning Achievement in Pancasila Education Through Leker Gamification at the Junior High School Level

Authors

  • Yulia Nur Widiana Universitas Negeri Malang
  • Didik Sukriono Universitas Negeri Malang
  • Wahyu Nur Rochmadi Universitas Negeri Malang
  • Siti Awaliyah Universitas Negeri Malang

DOI:

https://doi.org/10.52366/edusoshum.v6i2.428

Abstract

This study aims to improve students' learning achievement in Pancasila Education through the application of Leker's Gamification. This research was conducted in class VII-B of SMP Negeri 2 Ponorogo using a Classroom Action Research (CAR) method. The research subjects consisted of 32 students in class VII-B. The study began with a pre-test, followed by two cycles of classroom action research. The first cycle utilized conventional written student worksheets (LKPD), while the second cycle implemented Leker's Gamification, a game-based leveled student worksheet delivered through the Wordwall web platform. Prior to the intervention, students' learning achievement was only 40% mastery. After the first cycle, achievement increased to 59%. In the second cycle, a significant improvement was observed, reaching 93% mastery, surpassing the 90% success indicator. These results demonstrate that the use of Leker's Gamification in learning is effective in significantly improving the learning achievement of class VII-B students at SMP Negeri 2 Ponorogo in the Pancasila and Civic Education subject, making learning more engaging, motivating, and student-centered.

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Published

2026-06-02

How to Cite

Widiana, Y. N., Sukriono, D. ., Rochmadi, W. N. ., & Awaliyah, S. (2026). Improving Learning Achievement in Pancasila Education Through Leker Gamification at the Junior High School Level. Edusoshum : Journal of Islamic Education and Social Humanities, 6(2), 1281–1287. https://doi.org/10.52366/edusoshum.v6i2.428

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