MEDIA GAMIFIKASI DALAM PROSES PEMBELAJARAN: STRATEGI MENINGKATKAN MOTIVASI, KETERLIBATAN, DAN HASIL BELAJAR PESERTA DIDIK PADA ERA DIGITAL

Authors

  • Dr. Yuni Rindiantika, M.Pd
  • Dr. Zen Istiarsono, M.Pd
  • Chika Daniya Inayah
  • Demi Fitriani
  • Khairiyah Nur Jannah Universitas Kutai Kartanegara image/svg+xml

DOI:

https://doi.org/10.53640/6j82ns58

Keywords:

Gamifikasi, Motivasi Belajar, Keterlibatan Peserta Didik, Hasil Belajar, Pembelajaran Digital

Abstract

Penelitian ini menyintesis bukti mengenai gamifikasi dalam pendidikan, dengan fokus pada motivasi, keterlibatan, hasil belajar, elemen desain, kondisi implementasi, dan risiko. Kajian menggunakan Systematic Literature Review (SLR) dengan pedoman pelaporan PRISMA 2020. Penelusuran mencakup Scopus, ERIC, ScienceDirect, SpringerLink, DOAJ, Google Scholar, dan Garuda untuk publikasi tahun 2021–2025. Dari 50 rekaman awal, 15 artikel memenuhi kriteria setelah penghapusan duplikasi dan penyaringan kelayakan. Temuan dianalisis melalui analisis isi tematik. Literatur yang ditelaah umumnya melaporkan hubungan positif, tetapi bergantung konteks, antara gamifikasi dengan keterlibatan perilaku, motivasi, dan hasil belajar. Tantangan yang relevan, penanda progres, umpan balik, narasi yang bermakna, serta kolaborasi lebih menjanjikan daripada poin, lencana, dan papan peringkat yang berdiri sendiri. Orientasi hadiah, peringkat publik, efek kebaruan, kesenjangan akses, dan beban kognitif berpotensi mengurangi manfaat. Karena korpus mencampurkan penelitian primer dan kajian sekunder, temuan tidak dapat diperlakukan sebagai estimasi efek yang independen. Gamifikasi perlu dipahami sebagai desain pengalaman belajar yang selaras dengan tujuan pedagogis.

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Published

2025-12-25