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Lely Aisyah Danda Arviana; Natal Indra

Jurnal Riset dan Inovasi Manajemen 2026 International Forum of Researchers and Lecturers

Students’ learning motivation is a crucial factor in determining the success of the learning process in schools and is influenced by various external factors, including teacher competence and learning facilities. Teachers with adequate competence are able to manage learning activities effectively, while sufficient learning facilities create a conducive environment that supports student engagement and enthusiasm for learning. This study aims to analyze the effect of teacher competence and learning facilities on students’ learning motivation at SMA Islam Al-Munir Bekasi City. This research employed a quantitative method with an associative approach. The research population consisted of all eleventh and twelfth-grade students of SMA Islam Al-Munir Bekasi in the 2024/2025 academic year, totaling 55 students. A saturated sampling technique was applied, in which the entire population was used as the research sample. Data were collected through questionnaires distributed to respondents and supported by interviews, observations, and documentation. The collected data were analyzed using multiple linear regression analysis with the assistance of SPSS software. The results indicate that teacher competence has a positive and significant effect on students’ learning motivation, meaning that higher levels of teacher competence in pedagogical, professional, personal, and social aspects lead to increased student motivation. In addition, learning facilities also have a positive and significant effect on students’ learning motivation, showing that adequate learning infrastructure and facilities are able to enhance students’ interest and enthusiasm for learning. Simultaneously, teacher competence and learning facilities have a significant effect on students’ learning motivation at SMA Islam Al-Munir Bekasi City. The implications of this study emphasize the importance of continuous efforts by schools to improve teacher competence and to provide and maintain adequate learning facilities in order to create a more effective learning process and to strengthen students’ learning motivation.

Chinta Ramadani; Khairun Nisa Hermawati; Melani Nurfathia Ardian; Sri Mulyeni

This study aims to examine the impact of anime and manga on increasing the learning motivation of students in the Japanese Literature Study Program at Universitas Nasional PASIM. As elements of modern Japanese popular culture, anime and manga function not only as a form of entertainment media but also as sources that can foster students’ interest in the Japanese language and culture. The rapid advancement of technology and the increasing ease of access to anime and manga through various digital platforms have making them an integral part of students’ daily lives, making their impact on education an important topic of study. This study employed a quantitative research method using a survey approach. This study gathered data through questionnaires completed by 33 students enrolled in the Japanese Literature program. Due to the relatively small population size, a total sampling technique was applied, involving all members of the population in the study. The data obtained were analyzed through validity, reliability, and normality tests, as well as the coefficient of determination, to assess the appropriateness of the research instruments and to examine the influence of anime and manga on students’ learning motivation. The analysis demonstrates that the indicators for anime and manga as well as learning motivation have fulfilled validity and reliability requirements, suggesting that the instruments are appropriate for application. A coefficient of determination of 55.1% indicates that anime and manga have a substantial contribution to students’ learning motivation, while the remaining proportion is affected by other variables not addressed in this research. These results suggest that anime and manga function not only as forms of entertainment but also as supportive learning media capable of enhancing the learning motivation of Japanese Literature students.

Selvi Amanda Putri; Sulia Ningsih; Aan Sepriadi; Nupi Ramadani

Jurnal Kemitraan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The Low reading interest among elementary school students remains a problem encountered in various rural areas, including at SD Negeri 30 OKU in Batumarta 1 Village, Lubuk Raja District, Ogan Komering Ulu Regency. The limited availability of attractive and easily accessible literacy resources is one of the contributing factors to low student reading habits. This Community Service (PKM) activity aims to increase student reading interest by providing comfortable, educational, and child-friendly reading corners. The implementation method includes initial observation, providing and arranging reading corners, providing age-appropriate reading books, and mentoring and socializing the use of reading corners to students and teachers. The provision of reading corners is carried out through community service activities by university teams or volunteers, by providing bookshelves, various types of story books, children's encyclopedias, and interactive reading materials. To demonstrate the benefits of reading corners, comfort zone arrangements, regular reading schedules, and various literacy games are implemented to increase student engagement. The results of the activity show an increase in student interest in reading activities, as seen from the increased frequency of student visits to the reading corners and active participation in independent reading activities. In addition, teachers also feel the benefits of reading corners as a supporting tool for the learning process. Thus, providing a reading corner can be a simple but effective solution in fostering a culture of literacy and increasing the reading interest of elementary school students in the school environment.

Isrowiyah Isrowiyah; Ika Putra Viratama

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Science learning in elementary schools, especially regarding the material on changes in the state of matter, requires media that can present concepts in a concrete and interesting way so So that it is easy for students to understand. This research aims to develop a science learning medium about changes in the states of matter through BrainPOP animated videos equipped with interactive questions for fourth-grade elementary school students, and to evaluate the level of feasibility and studentThis research focuses on students’ feedback toward the developed learning media. It adopts a The research and development (R&D) methodology based on the ADDIE model includes steps such as needs analysis, instructional design, product development, implementation, and evaluation. The students involved in the research were in fourth grade  elementary school students, fourth-grade teachers, and validators from material experts and media experts. The process of data collection involved multiple methods such as direct observation, in-depth interviews, and the distribution of questionnaires obtained were analyzed using quantitative and qualitative descriptive techniques. The results of the study indicate that the developed learning media is classified as very feasible based on validation provided by material experts and media experts. In addition, the results of limited trials indicate that students gave a very positive response to the use of these learning media. Therefore, science learning media based on BrainPOP animated videos and interactive questions can be considered a feasible alternative to increase the interest and understanding of fourth-grade elementary school students.

Iqlima Zahari; Mutiara Anggraini Ritma Tanti; Galuh Wilujeng Saraswati; An’nisa Yulia Nur; Wildan Mahmud +3 more

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The advancement of digital technology has made computer literacy and language comprehension increasingly important. Playing games has become a daily habit for young children. Scratch is an innovative and child-friendly platform. This community service program aims to introduce basic programming concepts to sixth-grade students of Bulupasar Elementary School, Kediri, using the Scratch platform. This program adopts the Direct Instruction method, also known as hands-on learning. This one-day session involved 43 students who underwent a structured process consisting of a pre-test, material delivery, hands-on practice, such as using code blocks, introducing sprites, and creating a simple game, which was explained clearly and structured. During the project implementation phase, each student successfully created a simple animation project with the theme "Catch the Apple" and then conducted practical exercises to try it out on their own with direct guidance. This community service activity was successful, according to the analysis of the pre-test and post-test results. The resources used to create the simple game showed positive results and confirmed the importance of introducing children to the digital world from an early age. Qualitative evaluations revealed positive responses from all participants. Student comments reflected high enthusiasm for learning to code, with the majority expressing a desire to continue exploring Scratch independently. Several students expressed interest in creating future projects, suggesting the program has potential for implementation in other schools to encourage early introduction to programming and help prepare them for the future in an era of ever-evolving technology.

Hasmita Hasmita; Alfilnah Alfilnah; Sri Ayu; Sarmawan Muin; Idham Cholid +7 more

Jurnal Pelaksanaan Pengabdian Bergerak bersama Masyarakat 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Children living in coastal areas face various challenges in developing their literacy and creative potential due to limited access to non-formal educational facilities and adequate learning resources. This condition results in low stimulation of reading, writing, communication, and creative expression skills from an early age. This community service activity aims to develop the potential of coastal children through basic literacy learning and community-based creative arts in Wawatu Village, North Moramo District, South Konawe Regency. The method applied is a community-based participatory approach with an experiential learning design, actively involving children in various educational activities such as shared reading, storytelling, drawing, coloring, singing, reading children’s poetry, and group-based educational games. Data were collected through participatory observation, brief interviews with children, parents, and community leaders, as well as simple questionnaires to assess participants’ responses and satisfaction levels. The results indicate high enthusiasm among the children, with most participants stating that they were very happy and happy to take part in the entire series of activities. The children became more active in interacting, more confident in expressing their opinions, and showed increased interest in reading and artistic activities. In addition, parents and community leaders expressed positive responses, as the program was considered to provide a contextual and meaningful alternative learning experience. This activity demonstrates that the integration of basic literacy learning and community-based creative arts is an effective approach to holistically developing the cognitive, social, and emotional abilities of coastal children while strengthening the role of the community in supporting children’s sustainable growth and development.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.

Tiara Dara Pratiwi; Alinda Nuraini; Santiani Tri Widiawati; Sri Mulyeni

Jurnal Riset dan Inovasi Manajemen 2026 International Forum of Researchers and Lecturers

This research focuses on the use of social media among Gen Z students at the Faculty of Economics, Universitas Nasional Pasim, specifically in their first semester, with the primary obejctive of identifying the impact of social media usage on entrepreneurial interest Gen Z. Utilizing a quantitative method with a population of 94 individuals and a sample derived using a 5% margin, data were collected through questionnaires. The analytical results through validityand reliability tests confirmed that all data were both valid and reliable, while the simple regression analysis indicated that the regression model is feasible and relevant. This is evidenced by an R-Square value os 0.575, showing that 57,5% of the variation in entrepreneurial interest is influenced by social media usage, while the remaining 42.5% is affected by external factors. Furthermore, the F-count of 19.580 exceeds the F-table of 3.10, proving that social media usage significantly impacts entrepreneurial interest for instance, platforms like TikTok serve not only as entertainment but also as vital tools for information, business learning, and promotion. Such platforms encourage students to develop the courage to build businesses and foster independence, creativity, risk taking and readiness to create jobs and face future economic challenges. Ultimately, utilizing social media in a positive and productive manner serves as an effective strategy for cultivating the entrepreneurial spirit an dinterest among Gen Z.  

Suci Dahlya Narpila; Azra Sabrina; Bulan Naysabilla; Nazwa Salsabila Putri

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The low level of interest and motivation among elementary school students in learning mathematics, particularly in plane geometry topics, remains a common problem. This community service activity aimed to improve students’ interest and understanding of plane geometry concepts through the implementation of the Inspiration Class as an educational medium that connects mathematical material with students’ aspirations. The activity was conducted at SDN 056024 Dogang, Langkat Regency, involving sixth-grade students. The implementation method employed a participatory and educational approach consisting of preparation, implementation, and evaluation stages. The activities included the delivery of plane geometry material, interactive discussions, and a creative project in the form of a “dream tree” using origami shaped into plane figures. The evaluation was performed qualitatively by observing student engagement and interactions in question-and-answer sessions, and analysis of students’ work. The results showed that the Inspiration Class created a more active and enjoyable learning atmosphere, increased student participation, and helped students better understand the concepts and properties of plane figures. In addition, this activity motivated students by linking mathematics learning with future aspirations and professions. Therefore, the Inspiration Class can be considered an effective alternative educational medium for teaching mathematics at the elementary school level.

Steffie Mega Mahardhika; Kristin Marwinda; Inti Englishtina

Jurnal Pengabdian Sosial dan Kemanusiaan 2026 Lembaga Pengembangan Kinerja Dosen

The English Fun Tales program is a community service activity aimed at improving children's English literacy through the use of picture books. This activity was carried out at Rumah Belajar Jadi Mulya, Salatiga, which serves as a non-formal learning center for children from the surrounding area. The background of this program stems from the limited access of children in the area to attractive, interactive, and developmentally appropriate English learning resources. The implementation method includes: (1) providing English picture books selected according to the children's language ability and age; (2) guided shared reading activities; (3) simple discussions about story content to train comprehension; and (4) creative activities such as drawing story characters, role-playing, or story retelling. This approach is designed to combine cognitive, affective, and psychomotor aspects, so that children not only understand vocabulary and language structure but also develop imagination, self-confidence, and reading interest. The implementation results show an increase in reading interest, expansion of English vocabulary, and children's courage in expressing themselves orally. In addition, social interaction among participants becomes more positive through collaborative activities. This program is expected to serve as a model for English literacy learning based on picture books that can be replicated in other learning communities with local context adjustments.

Melda Agnes Manuhutu; Citra Citra; Venzcha Venzcha; Adriana Adriana; Agnes Agnes +8 more

Jurnal Pengabdian dan Solidaritas Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

The rapid development of information technology requires improved digital literacy and basic technological skills beginning at the secondary education level. One important competency that needs to be introduced to students is an understanding of computer networks, particularly Local Area Networks (LAN), along with the development of communication and public speaking skills as essential soft skills. This activity aimed to increase the interest and understanding of students at SMP Negeri 6 Sorong City regarding information technology through LAN network education integrated with public speaking training. The activity was implemented using an experiential learning approach combined with student-centered learning, which emphasized active student participation through material presentations, demonstrations, hands-on network cabling practice, and interactive discussions. The program was conducted in three main stages: preparation, implementation, and closing evaluation. The results indicated that students were able to follow all learning activities effectively and demonstrated strong enthusiasm in understanding basic LAN network concepts and cabling techniques. Additionally, students showed increased confidence in expressing ideas and actively participating in discussions. The integration of technical training and soft skill development created a more contextual, engaging, and practical learning environment. This activity also provided valuable experience for the community service team in strengthening communication abilities and applying academic knowledge in real educational settings. Overall, the practice-based LAN education program proved to be an effective approach for increasing students’ interest in information technology while simultaneously developing communication skills from an early age.

Ayu Novirianti; Isrowiyah Isrowiyah; Silvi Laila Rista Fauziah; Nabila Fitri Angelika; Didik Efendi

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This paper aims to describe the implementation and development of the Merdeka Curriculum at SD IT Permata Hati Entrop, an Integrated Islamic Elementary School. As an educational institution with a vision of integrating general knowledge with Islamic values, SD IT Permata Hati adapts the national curriculum to create learning that is more flexible, focused on essential content, and character-based. This curriculum is developed to optimize students’ potential holistically, encompassing cognitive, affective, and psychomotor aspects through the strengthening of the Pancasila Student Profile.The main focus of curriculum development at this school consists of three pillars: innovative intracurricular learning, the Project for Strengthening the Pancasila Student Profile (P5), and extracurricular activities that support students’ interests and talents. In its implementation, the school applies active learning methods such as Problem-Based Learning (PBL) and contextual learning linked to daily life and Islamic principles. The evaluation process is conducted through formative and summative assessments that are humanistic and reflective in nature. The outcomes of this development are expected to equip students with 21st-century skills and strong religious character in accordance with the demands of the times.

Nurul Oktavia Ramadani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Juniarta Sihombing

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

Considering the importance of applying the principle of politeness in learning, this study aims to describe the forms of compliance and violation of the maxims of politeness in Samanta Elsener's speech on Grace Tahir's YouTube channel podcast and utilize the results of the analysis as teaching materials for audio-visual-based negotiation texts for class X. This study uses a qualitative descriptive method with listening and note-taking techniques. Data analysis was carried out based on Geoffrey Leech's politeness principles which include the maxims of tact, generosity, praise, humility, agreement, and sympathy. The results of the study indicate compliance and violation of the maxims of politeness which are then used as a basis for developing teaching materials for digital audio-visual-based serial stories on negotiation texts for class X. The novelty of this study lies in the development of teaching materials that not only contain the results of the analysis of politeness, but also include a trigger or brain games section at the beginning of learning to stimulate students' interest, attention, and readiness to learn before entering the core material and at the end after the material. The resulting product is expected to help students understand the principles of politeness and improve their listening skills through contextual and engaging learning media.

Elisa Bomba; Yanto Sandy Tjang; Felisitas Yuswanto

Tri Tunggal: Jurnal Pendidikan Kristen dan Katolik 2026 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to evaluate the effectiveness of the Structural Analytic Synthetic (SAS) method in enhancing the early reading skills of first-grade students in Catholic Religious Education at SD YPPK Yohanes Paulus II Obaa, Mappi Regency, South Papua Province. The study employed a Classroom Action Research approach using a cyclical model comprising the stages of planning, implementation, observation, and reflection, conducted over two cycles. The research subjects consisted of 25 students, and data were collected through reading tests, classroom observations, and documentation. The results indicated a significant improvement in students’ early reading skills, with learning mastery increasing from 61% in the first cycle to 100% in the second cycle. This success was associated with the implementation of the SAS method through structured learning stages, progressing from sentences to words, syllables, and letters, accompanied by the use of varied media and intensive teacher guidance. In addition to improving reading skills, the SAS method was also found to enhance students’ interest, participation, and learning motivation. Therefore, the SAS method is recommended as an effective strategy for teaching early reading to young elementary school students, particularly within the context of Catholic Religious Education.

Ainun Nuramalia; Erick Cantona; Slamet Rahardjo; Apit Ikhsan Maulana; Shefilia Lesti

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

The use of the social media platform TikTok as a learning medium in Social Studies (IPS) has emerged as an innovative strategy to enhance students’ learning creativity and engagement in the digital era and within the Merdeka Curriculum framework. This study aims to examine the effectiveness of TikTok in supporting creative learning processes, particularly in helping students understand Social Studies content in a visual, interactive, and easily accessible manner. The research was conducted through an online training seminar involving teachers and students, which included material delivery, demonstrations of TikTok usage, hands-on practice in creating learning content, and trial implementation in classroom learning activities. The analysis focused on three main aspects: (1) the improvement of teachers’ competencies in designing creative TikTok-based learning media, (2) students’ responses and learning experiences when using the platform, and (3) the effectiveness of the media in enhancing students’ understanding of Social Studies concepts. The results indicate that the use of TikTok improves the quality of learning media created by teachers and facilitates students’ independent learning. Pre-test and post-test data show an increase in students’ conceptual understanding, while student responses reveal a high level of learning interest through visual and interactive media. Nevertheless, several challenges related to device availability and internet connectivity were identified among some participants. In conclusion, TikTok is effective as an independent learning medium for Social Studies and contributes positively to improving students’ understanding and learning motivation. The study recommends continuous mentoring for teachers, strengthening ICT infrastructure, and further development of diverse learning media to support learning needs within the Merdeka Curriculum.

Fahmi Kurniawan; Luthfan Jiwa Pangestu; Sri Mulyeni

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid and significant development of technology in the world has made online games a very popular form of entertainment among teenagers and students. Easy access to online games through gadgets has led to an increase in the number of teenagers playing online games. This condition has both positive and negative impacts on education, particularly on students' interest in learning. This study aims to analyze in depth the influence of online games on the lives and learning achievements of teenagers based on previous articles. We chose a literature study method for this research, and the data sources were obtained from articles relevant to the discussion. The data collection technique was carried out by reading and examining important information from the articles used. The results of the study show that online games have both positive and negative impacts on teenagers. The positive impacts can be seen in games that are educational and relevant to learning, as they can increase motivation, curiosity, and skills in teenagers. However, if played excessively and without supervision, online games tend to reduce concentration, decrease study time, and impact academic achievement, psychological well-being, and the health of adolescents. Therefore, the role of parents and teachers is crucial in controlling, guiding, and monitoring the use of online games so that adolescents can use them wisely and support the learning process wherever they are.

Eka Ersi Destari; Rina Indriani; Dwi Ersi Destari

Jurnal Insan Pendidikan dan Sosial Humaniora 2026 International Forum of Researchers and Lecturers

Learning is an activity to educate students at school which aims to make science acceptable and well understood. Through the learning process, students are expected to experience positive changes, both in terms of knowledge, attitudes, and skills. One of the learning processes that has a great influence on the lives of students is learning Indonesian. Learning Indonesian is very important because it functions as the main means of communication in daily life, both orally and in writing. With good Indonesian language skills, students will find it easier to express ideas, understand information, and interact effectively with the surrounding environment. Therefore, Indonesian learning in elementary schools must be designed in a systematic, interesting, and in accordance with the characteristics of students. In addition to clear goals, appropriate strategies and solutions are also needed to overcome various difficulties that arise, such as low interest in learning, limited vocabulary, and lack of reading and writing comprehension. These efforts are expected to be able to improve the quality of Indonesian learning optimally.

Bambang Minto Basuki

Jurnal Inovasi Sosial dan Pengabdian 2026 Lembaga Pengembangan Kinerja Dosen

The low level of awareness among vocational high school (SMK) students to continue their education to higher education remains a major issue, particularly at SMK Mambail Futuh, Jenu District, Tuban Regency. Economic constraints, limited access to information, and an orientation toward immediate employment are dominant factors influencing students’ decisions. This community service activity aims to build students’ awareness and motivation regarding the importance of higher education as a long-term investment. The implementation method includes educational socialization, interactive discussions, the presentation of inspirational experiences, and the introduction of higher education admission pathways and financing schemes. The results show an improvement in students’ understanding of the benefits of higher education and a growing interest in pursuing further studies after graduation. This activity emphasizes that communicative and contextual educational approaches play a crucial role in encouraging positive mindset changes among SMK students toward higher education.

Mustaman Mustaman; Elpisah Elpisah; Saripuddin Saripuddin; Suarlin Suarlin

International Journal of Islamic and Economic Education 2026 International Forum of Researchers and Lecturers

This study aims to (1) analyze the effect of gamification on students’ learning motivation and (2) analyze the effect of gamification on students’ positive perceptions in economics learning among Grade X students at SMAN 1 Pangkep. This research employed a quantitative approach with an ex post facto design and involved 198 students selected through proportional random sampling. A Likert-scale questionnaire was used as the main research instrument to measure the variables of gamification, learning motivation, and positive perception. Data analysis was conducted using simple linear regression to identify relationship patterns and determine the magnitude of influence of the independent variable on both dependent variables. The results of the study indicate that gamification has a positive and significant effect on student learning motivation. In addition, gamification also has a positive and significant effect on students' positive perceptions of economics learning. These findings indicate that the application of gamification elements in learning can encourage student engagement, increase learning motivation, and create a more interesting, enjoyable, and meaningful learning experience..