Publication Search

70,493 articles from 608 journals · 1,760 citations tracked

Showing 1-20 of 40

Analytics

M. Al Ravi Azis; Koko Adya Winata; Laesti Nurishlah; Syifa Rohmati Mashfufah; Romi Wilza

Proceeding of the International Conference on Social Sciences and Humanities Innovation 2025 Asosiasi Peneliti dan Pengajar Ilmu Sosial Indonesia

This article delves into the application of gamification in Islamic Religious Education (IRE) for primary school students, focusing on its impact on motivation, emotional engagement, and learning psychology. It offers a systematic review of relevant studies, evaluating both the positive outcomes and challenges of using gamification in IRE. A thorough library research approach was used, drawing from academic journals, books, and conference papers. Key databases like Google Scholar, JSTOR, and ERIC were searched to identify studies published between 2010 and 2025. Studies that met specific criteria relevance to the topic, educational level, and a focus on gamification, motivation, emotional engagement, and learning psychology were selected. The findings suggest that gamification in IRE can significantly enhance student motivation, emotional engagement, and learning outcomes. Elements such as rewards, challenges, and interactive activities help create a positive learning environment, promoting better retention and understanding of Islamic teachings. Emotional engagement is particularly heightened when gamification is tailored to the cultural and religious contexts of the students, fostering a deeper connection to the material. The study emphasizes that incorporating gamification in IRE could enhance the overall educational experience for primary students, boosting their motivation and emotional involvement in learning. It also highlights the importance of designing gamified content that is culturally relevant and contextually appropriate to maximize the positive effects on student learning. The study recommends that educators, curriculum developers, and policymakers consider using gamification to improve the quality of Islamic education in primary schools.

Aleks Effendi; Partono Nyanasuryanadi

Jurnal Budi Pekerti Agama Buddha 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study aims to analyze and synthesize research findings related to the integration of Buddhist values in the development of interactive learning media. The research employed a qualitative approach using a systematic literature review method on fifty selected articles published between 2018 and 2025. Data were collected through a structured process of identification, screening, and extraction from primary sources consisting of accredited national journals and reputable international journals. The data were analyzed using thematic and comparative synthesis techniques to identify patterns, effectiveness, and research gaps. The results show that interactive learning media based on Buddhist values can enhance students’ motivation, moral understanding, and engagement through the use of technologies such as gamification, educational animation, augmented reality, and mobile applications. The effectiveness of these media is strongly influenced by the alignment between Buddhist ethical principles, instructional design, and the cultural context of learning. Furthermore, the study reveals that the successful integration of spiritual values into digital media depends on educators’ readiness, digital literacy, and technological infrastructure support.

M. Julianto Al Hakim; Diah Gustiniati Maulani; Dona Raisa Monica

Referendum : Jurnal Hukum Perdata dan Pidana 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The illicit circulation of narcotics in Indonesia has undergone a fundamental evolution into cyber-enabled crime, where drug syndicates systematically exploit children as technical operators through digital media to sever the main network chain and evade legal detection. This study aims to analyze the anatomy of the modus operandi of narcotics transactions involving children in the digital realm and examine its legal implications for the process of proof and criminal liability. Utilizing an empirical juridical research method with a sociological approach conducted in the jurisdiction of the Metro Police Resort, Lampung, this research identifies a shift in modus operandi towards the "Map System" or Dead Drop Method. In this modus, the child's role is divided into three sophisticated technical stages: pre-transaction via encrypted communication, field execution (mapping & dropping) using precise GPS coordinates, and post-transaction involving digital cleaning, which creates a phenomenon of crime "gamification" where children perceive the criminal act akin to an online game mission. The legal implications of this phenomenon present serious challenges regarding the validity of electronic evidence, which is volatile due to a weak chain of custody, as well as the reconstruction of the child's mens rea, which points towards premeditated intent (dolus premeditatus) driven by high digital literacy rather than mere negligence. These conditions complicate the application of pure diversion as mandated by law; thus, this study recommends a hybrid punishment approach where law enforcement proceeds to break impunity, but sanctions focus on specific rehabilitation in the Special Guidance Institution for Children (LPKA) to reorient the children's digital skills positively.

Mila Fitria Amanda

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study examines the administrative problems in managing the Education Data Sistem (Dapodik) as a key instrument for strengthening the institutional capacity of Early Childhood Education (PAUD) in West Sumatra. Using a literature review approach, data were collected from various sources, including reports from the Ministry of Education, Culture, Research, and Technology (Kemendikbudristek), BAN PAUD and PNF, and previous studies. The findings reveal that although Dapodik reporting in West Sumatra has reached 97.8%, several challenges persist, such as limited internet access, low operator competence, insufficient technical supervision, and a lack of institutional awareness of data accuracy. These issues have led to delays in accreditation, misallocation of operational assistance funds (BOP), and ineffective educational planning. Therefore, innovative solutions such as Dapodik gamification, digital inter-institutional mentoring, and operator certification are recommended to improve data management effectiveness and sustainably strengthen PAUD institutional governance.

Jimenez, Ricardo S.; Babayev, Aydin Anar; Aliyeva, Zhala Rahman; Abdullayev, Kamran

Edu Spectrum: Journal of Multidimensional Education 2025 Pusat Riset dan Inovasi Nasional Mabadi Iqtishad Al Islami

This study examines how AI-driven personalized learning is reshaping educational psychology and pedagogical innovation across global learning environments. Using a qualitative methodology supported by library research and content analysis, the article synthesizes contemporary literature on adaptive learning systems, intelligent tutoring technologies, and real-time feedback mechanisms. Findings reveal that AI significantly reconfigures cognitive processes by providing individualized learning pathways, dynamic assessments, and continuous feedback that strengthen metacognitive skills and learner autonomy. The study further identifies the transformative role of AI in redefining student motivation, reinforcing self-regulated learning, and enhancing engagement through adaptive challenges and gamification elements. Pedagogically, AI shifts teachers’ professional identities toward roles as facilitators, data interpreters, and learning designers, underscoring the need for robust digital literacy and ongoing professional development. Additionally, AI implementation is shaped by cultural nuances and equity concerns, particularly regarding access, inclusivity, and algorithmic fairness. Ethical considerations related to data privacy, transparency, and student well-being are essential for sustainable AI integration. Overall, this study highlights AI’s potential to advance personalized learning while emphasizing the need for ethical, human-centered frameworks that protect learners and ensure equitable educational transformation.

Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.   

Ayu Nita Singgi; Resilvia Mangadi; Naomi, Naomi; Mandacan, Meriyana; Ronaldo Stefanus

Jurnal Ilmu Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study examines how the use of Quizizz as a digital learning media has great potential to enhance the learning interest of senior high school students. Quizizz provides an interactive learning experience through game-based quizzes that are engaging, easy to use, and accessible online. Features such as appealing visual design, point systems, gamification elements, and instant feedback help students become more active and motivated during the learning process. The purpose of this study is to analyze the effectiveness of using Quizizz in increasing students’ learning interest across various subjects at the senior high school level. The research methods include observation, the implementation of interactive quizzes, and the distribution of learning-interest questionnaires administered before and after using the media. The results indicate that Quizizz creates a more enjoyable, competitive, and participatory learning atmosphere, contributing significantly to the improvement of students’ learning interest. Therefore, Quizizz can be considered an effective digital learning alternative to support the teaching and learning process in senior high schools.

Budi Wahono; Sudarmiatin Sudarmiatin; Agus Hermawan

International Journal of Management Science and Business 2025 International Forum of Researchers and Lecturers

This study aims to conduct a systematic literature review and bibliometric analysis on Transformational Leadership (TL), based on empirical research. Despite extensive studies on TL in recent decades, comprehensive research remains limited. The methodology used is a Systematic Literature Review (SLR) of articles containing “Transformational Leadership” in the title, abstract, or keywords, sourced from the Scopus database, which yielded 1,297 publications from 1977 to 2025. The data were analyzed using VOSviewer software. The findings suggest that TL is an innovative model in vocational education, bridging industrial systems with academic environments for authentic, practice-based learning. However, challenges include limited resources, insufficient instructor training, and inadequate institutional support. Recent innovations, such as advanced ICT, holographic technology for real-time interaction, and digital twins for process optimization, have enhanced the model's effectiveness. The study also discusses the conceptual framework of TL. This research uses the Scopus database, and future studies could broaden its scope by incorporating other databases like Web of Science. Practically, the study’s findings suggest integrating modern pedagogical strategies, including gamification, simulation, and project-based learning, to enhance student engagement and understanding of manufacturing processes. Socially, it encourages educational institutions to invest in infrastructure, strengthen industry partnerships, and provide continuous instructor training. This study highlights the growing global research on TL and calls for deeper exploration of the topic in existing literature.

Mahlaini; Fanisa Putri Anggraini; Chardinal. DV; Sani Safitri; Rani Oktapiani

SOSIAL: Jurnal Ilmiah Pendidikan IPS 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

The rapid advancement of digital technology has transformed the learning patterns of Generation Z, who tend to be visual, quick in accessing information, and highly engaged with interactive media. These characteristics pose challenges for history learning, which is often perceived as monotonous and focused on memorization. This study aims to examine the needs, urgency, and strategies for developing history teaching materials that are relevant and effective for Generation Z in the digital era. Using a descriptive qualitative approach through library research, the findings indicate that effective history materials should integrate digital media, apply active learning models, and connect historical content with students’ real-life experiences. Teachers play a key role as innovators by utilizing digital storytelling, virtual tours, gallery walks, and gamification. Integrating local history and national values is also essential to strengthen students’ national identity. This study emphasizes that developing digital history teaching materials is not merely about adopting technology but about creating meaningful, reflective, and generation-appropriate learning experiences.

Muhamad Sarfito Patto; Iskar Zulkarnain Amin; Abdul Wahid

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2025 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

The educational transformation driven by Industry 4.0 and Society 5.0 requires teachers’ digital pedagogical competence. Preliminary observations at SMP Negeri 2 Galesong Selatan, Takalar Regency, South Sulawesi, Indonesia, revealed a skills gap: conventional practices dominate while digital platforms remain underutilized. This community engagement program sought to bridge the gap through intensive training on Canva for visual learning media and Quizizz for gamified assessment. Conducted in August 2025 with 10 teachers across subjects, the program employed a participatory, four-stage procedure: preparation; socialization and pretest; training and coaching; and evaluation and posttest. Data were collected via observation, questionnaires, and knowledge tests, and analyzed descriptively and comparatively. Results indicate a marked improvement in teachers’ digital competence: the average score increased from 45 (pretest) to 85 (posttest), an 88.9% gain. By indicator, improvements reached 112.5% for understanding Canva features, 95.5% for digital learning media creation, and 64% for using Quizizz. Qualitatively, teachers produced engaging posters/infographics and slide presentations and designed interactive quizzes with instant feedback, fostering more varied and participatory classroom dynamics. The training effectively enhanced teachers’ digital literacy and confidence and supported a role shift from content deliverers to creative facilitators within student-centered learning. Replication and sustained coaching are recommended to consolidate a school-wide digital learning ecosystem.  

Arcita Rizara; Dwi Kusumawardani; Mita Septiani

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the effectiveness of game-based learning (GBL) interactive e-modules in improving students' learning concentration. The study synthesizes the findings from eight research articles published between 2012 and 2025. The analysis reveals that GBL-based e-modules significantly enhance learning motivation, with validity rates ranging from 90% to 99%. Additionally, the use of interactive platforms such as Wordwall, Gimkit, and other digital tools effectively supports various learning styles, particularly visual and kinesthetic learners. The review highlights that student engagement levels improve significantly, ranging from 67.42% to 87.12%. Furthermore, these e-modules positively impact learning outcomes, providing a more engaging and interactive approach to education. By integrating gamification elements, the e-modules create a dynamic and motivating learning environment that fosters better concentration and focus among students. The review concludes that GBL-based e-modules are an effective educational strategy, particularly in geography education at the high school level. These tools not only engage students in a fun and interactive manner but also improve their ability to focus, leading to enhanced learning experiences. As a result, incorporating GBL-based e-modules in educational practices can contribute to better learning concentration and overall academic performance.

Aas Meilani Harefa; Erika Grace Juliana Manurung; Nur Aini; Rahmadani Nasution; Yara Salsabila

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

In the digital age, English Education students still face difficulties in developing Academic English Proficiency because classroom learning is still dominated by traditional methods that are less appealing to digital natives. This study aims to explore and evaluate the integration of TikTok Learning Games (TLG) as a gamification-based learning medium to improve EAP for students in the English Education Study Program at Medan State University. Using a qualitative approach with a limited Research and Development model, data was collected through open-ended questionnaires and digital observations on TikTok, then analyzed using thematic analysis. The results showed that after two weeks of implementing TLG, students experienced improvements in academic vocabulary, pronunciation, contextual understanding, learning motivation, and speaking confidence, with 80% of participants stating that learning felt more enjoyable and less boring. However, a small number of students did not show significant changes due to limited access to technology and inconsistent use. Overall, this study concludes that TLG is an effective and practical digital gamification strategy for improving English proficiency, and can be used as a reference for lecturers in developing social media-based learning innovations in higher education.

Navisa Navisa; Siti Halima Sineri; Rahma Nur Khalifah3; Halimatus Sadiyah; Salza Putri Amelia Jaidi +2 more

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to describe the use of the Crossword Puzzle Game Application (TTS) as a learning medium to increase students' involvement and understanding in the learning process. The rapid development of technology demands educational innovation, and gamification, especially in the form of mobile TTS game applications, offers attractive and accessible solutions. Using qualitative research methods with a phenomenological approach, data was collected through in-depth interviews, observations, and document analysis from selected groups of students and teachers who had used the application. The results of the study show that this application effectively increases the motivation, activeness, and vocabulary memory of students. In addition, TTS games provide challenges that spark curiosity and encourage collaboration between learners while solving puzzles. The app also provides a fun, interactive, and adaptive learning environment to individual learning needs, moving away from traditional methods that tend to be monotonous. This study concludes that the TTS Game Application is a very effective, interesting, and relevant educational tool for modern learners and has the potential to be applied to a wide range of subjects.

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Amanda Gosynda Putri; Ernita Vika Aulia; Muhamad Arif Mahdiannur

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Natural Science (IPA) learning is an important foundation in developing students' scientific literacy, critical thinking skills, and scientific attitudes. However, the learning process still faces many challenges related to low learning interest, the dominance of conventional methods, and limited use of technology. This article aims to analyze the effectiveness of innovative approaches in science learning through a systematic review of 25 national and international journal articles published in 2020–2025. The systematic review method was carried out through the stages of identification, selection, data extraction, and thematic analysis. The results of the analysis show that the Problem-Based Learning (PBL), Inquiry-Based Learning (IBL), STEM Learning, and digital technology integration (PhET Simulation, mobile learning, gamification, blended learning) approaches have been proven to have a positive impact on learning outcomes, critical thinking skills, creativity, and student motivation. The thematic analysis resulted in four main themes: (1) strengthening critical thinking skills through PBL, (2) developing creativity and scientific literacy through IBL, (3) STEM integration to improve collaboration and scientific attitudes, and (4) utilizing digital technology for motivation and understanding abstract concepts. This study concludes that a combination of various innovative approaches is needed to make science learning more relevant to the demands of the 21st century.

Suerni; Melati Rahma Suri; Riswan Syahputra Damanik

Sevaka : Hasil Kegiatan Layanan Masyarakat 2025 STIKES Columbia Asia Medan

Vocabulary mastery is a fundamental component in English language learning that determines comprehension, speaking, and writing skills. However, in the context of district-level communities, including the Regional Library of Labuhan Batu, vocabulary learning still faces various challenges such as the lack of contextual teaching materials, the dominance of rote learning methods, and the limited use of local resources. To address these issues, this Community Service Program (PkM) proposes the application of lexical analysis on 100 local library documents as the basis for developing interactive media used in vocabulary training. The method employed is a community-based participatory approach, with stages including preparation, lexical analysis, media development, training, and evaluation. Corpus analysis produced 27,800 word types with 200 high-frequency words and 1,350 distinctive local vocabulary items. The interactive media developed include multimedia modules, Wordwall quizzes, mobile-based gamification, and bilingual infographics. The training was attended by 40 participants, with evaluation results showing a significant improvement in the average post-test score (76.8) compared to the pre-test (42.5), and 82.5% of participants achieving scores ≥70. Furthermore, 90% of participants reported increased motivation to learn, and 85% considered the locally based materials more relevant. Thus, this PkM provides a tangible contribution to enhancing English literacy through local vocabulary and offers an interactive learning model that can be replicated in other regional libraries in Indonesia.

Abdul Aziz bin AB Nasir; Rosnida Binti Baharuddin; Ramzi Y Wan

International Journal of Mechanical, Electrical and Civil Engineering 2025 Asosiasi Riset Ilmu Teknik Indonesia

E-learning has become a vital pillar in higher education, especially since the COVID-19 pandemic forced a sudden shift towards digital learning methods. This article examines the effectiveness of e-learning platforms through a comparative literature review (2020–2025), focusing on Moodle, Google Classroom, Microsoft Teams, Zoom, and CIDOS 4.0 as the local platform. The study evaluates aspects of student engagement, accessibility, assessment, and technological innovation. Findings reveal that although e-learning enhances flexibility, challenges remain in terms of the digital divide, system usability, and reliability of assessment. This review highlights that Moodle provides strong interactive and assessment features, while Google Classroom offers simplicity and accessibility but lacks advanced analytics. Microsoft Teams supports collaboration and integration with Office 365, yet requires stable internet. Zoom is highly effective for synchronous interaction but less suitable for task management. CIDOS 4.0 addresses Malaysia’s TVET context but continues to face issues with server stability and user interface design. Beyond platform-specific strengths and weaknesses, the analysis emphasizes that student engagement, fair access, and reliable evaluation methods are central to e-learning effectiveness. Hybrid approaches that combine face-to-face and online learning are identified as the most effective strategy within the Malaysian higher education context. The study concludes that institutions must not only choose appropriate platforms but also enhance digital literacy, invest in infrastructure, and explore innovations such as AI and gamification. These measures can maximize e-learning’s potential to improve teaching, learning quality, and the broader digital transformation of higher education.

Umi Salamah; Yuni Eka Fajarwati; Mohammed Dawood Ansari

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study investigates the effectiveness of Augmented Reality (AR) based activities in supporting vocabulary retention, motivation, and engagement in foreign language learning. A quasi-experimental design with a pre-test–post-test control group was employed, involving university students enrolled in English as a Foreign Language (EFL) courses. The experimental group engaged in AR-supported vocabulary learning, while the control group used conventional methods such as flashcards and text-based materials. Data were collected through vocabulary tests, motivation and engagement questionnaires, and classroom observations. The findings indicate that AR significantly enhanced vocabulary retention, with students in the experimental group outperforming those in the control group. AR also increased learners’ motivation by providing immersive and enjoyable learning experiences, and it fostered greater engagement as students actively interacted with digital media. These results support the integration of AR into language learning as an effective instructional approach that combines contextualization, interactivity, and gamification. The study contributes to the growing body of research on technology-enhanced learning and highlights the pedagogical potential of AR in modern language education.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.

Oktavia Istiqomah; Wardania Isnaini Aisyah; Suesthi Rhayuningsih; Achmad Rijanto; Dicki Nizar Zulfika

Pemberdayaan Masyarakat: Jurnal Aksi Sosial 2025 Lembaga Pengembangan Kinerja Dosen

A mentoring activity on the use of the interactive media ZEP Quiz was conducted at SDN Palrejo with the primary goal of improving teachers' skills in utilizing gamification-based learning technology. The background to this activity stems from the fact that most teachers at the school are not yet familiar with or use ZEP Quiz, despite the availability of adequate digital facilities. This minimal use of technology leads to a monotonous learning process and does not facilitate active student engagement. However, in today's digital era, the implementation of innovative learning media is crucial for improving the quality of education. The methods used in this activity included initial observations, interviews with teachers, direct mentoring, and practical use of ZEP Quiz with students in class. The mentoring was designed in the form of structured training that included an introduction to the features, the creation of questions based on Bloom's Taxonomy, and strategies for integrating ZEP Quiz into learning scenarios. The results of the activity showed a significant increase in teachers' knowledge and skills. Teachers were able to operate ZEP Quiz independently, develop questions according to cognitive level, and apply them to the teaching and learning process. The implementation in the classroom received a positive response from students, characterized by high enthusiasm, active participation, and a fun, competitive atmosphere. These findings support previous research on the effectiveness of gamification in improving student motivation, engagement, and learning outcomes. In conclusion, mentoring the use of ZEP Quiz has proven effective in strengthening teacher competency while creating interactive learning that motivates students. Going forward, innovative and sustainable efforts are needed, including varying question content, developing gamification strategies, and integrating with other digital platforms, to avoid declining motivation due to the novelty effect and ensure the sustainability of technology-based learning in schools.