“…The understanding of gamification includes using game elements to solve problems other than games (Faiqah et al, 2019) so that the learning process becomes interesting (Rahimah Wahid, 2019) to increase motivation (Marisa et al, 2020), (Ardiana & Loekito, 2020). Several studies related to character education have been carried out, including the application of gamification (Seva & Siga, 2022), (Syaefullah & Huda, 2021), teaching and learning processes using applications in the cloud, such as Kahoot (Faiqah et al, 2019), (Bicen & Kocakoyun, 2018), (Annasaii Jamar & Mohd Aderi Che Noh, 2021) and Quizziz (Sanchez et al, 2020(Sanchez et al, ), (mei et al, 2018 or develop their web-based applications (Fitriati et al, 2021) to support specific teaching and learning (Arif & Rosyid, 2019), (Ngadengon et al, 2021). For users to access gamification products, the web application that has been made is deployed on a server and can be accessed via an internet connection at a certain URL address (Salsabila & Intani, 2019), (adhi, 2020.…”