Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students’ achievements. This study elaborates on a new learning model, “e-crowdwar mobile game,” that can be used for distance learning activities. This research adopted classroom action research to gain an understanding of the implementation of this new model for students’ achievement. The work involved senior high school students in several regions in East Java of Indonesia. Accordingly, the data were analyzed using both quantitative and qualitative approaches. The findings indicate that the implementation of gamification learning faces some difficulties in both teachers and students. However, this new model outperforms the conventional learning model with the teacher-centered approach, and it can be considered an alternative learning model for distance learning using technology.
Keywords: E-crowdwar, gamification learning, mobile-Learning, students’ achievements