Preferensi Siswa Terhadap Gamifikasi dalam Pembelajaran di Sekolah Dasar
Students' Preferences Toward Gamification in Elementary School Learning
DOI:
https://doi.org/10.54069/attadrib.v8i2.991Keywords:
Gamification, Learning Motivation, Innovative Learning, Educational Technology, Elementary SchoolAbstract
The quality of education at the elementary school level, particularly in Majene Regency, Sulawesi Barat, continues to face various challenges. These include low student motivation, difficulty in understanding learning materials, and limited use of technology in the learning process. These conditions result in suboptimal learning experiences, which ultimately affect the achievement of basic competencies such as literacy, numeracy, and character development, as reflected in the 2022 National Assessment results. In response to these challenges, innovative learning approaches such as gamification have emerged as relevant alternatives, aligning with the development of the digital era and the characteristics of today’s learners. This study aims to analyze students’ preferences toward gamification in elementary school learning. A descriptive quantitative approach was employed, using a closed-ended questionnaire with a Likert scale consisting of ten statements. The respondents were 87.35 fifth-grade students from three elementary schools that had integrated game elements into their teaching and learning processes. The results showed that 94.25% of students enjoyed game-based learning, 81.60% felt more motivated when learning through games, and 93.10% stated that they understood the material better when it was delivered through game-based media. Additionally, 95.40% of students expressed the need for educational games that align with their subjects. These findings indicate a strong preference for gamified learning, suggesting that gamification significantly enhances both motivation and comprehension, thereby providing an optimal learning experience for elementary students. Therefore, gamification deserves to be systematically developed within the context of more adaptive, innovative, and contextually relevant technology-based education.
Downloads
References
Agnoli, S., Mastria, S., Mancini, G., Corazza, G. E., Franchin, L., & Pozzoli, T. (2023). The Dynamic Interplay of Affective, Cognitive and Contextual Resources on Children’s Creative Potential: The Modulatory Role of Trait Emotional Intelligence. Journal of Intelligence, 11(1), 11. https://doi.org/10.3390/jintelligence11010011
Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156, 107142. https://doi.org/10.1016/j.infsof.2022.107142
Alotaibi, M. S. (2024). Game-based learning in early childhood education: a systematic review and meta-analysis. Frontiers in Psychology, 15. https://doi.org/10.3389/fpsyg.2024.1307881
Blinkoff, E., Nesbitt, K. T., Golinkoff, R. M., & Hirsh-Pasek, K. (2023). Investigating the contributions of active, playful learning to student interest and educational outcomes. Acta Psychologica, 238, 103983. https://doi.org/10.1016/j.actpsy.2023.103983
Chan, R., Tan, M., & Verma, A. (2025). The Relationship between Teacher Digital Literacy and the Use of Technology in Learning. International Journal of Educational Narratives, 3(2), 133–142. https://doi.org/10.70177/ijen.v3i2.2149
Christopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089
Fitriyani, N., Auliana, S., & Darip, M. (2025). Perancangan Aplikasi Game Edukasi Petualangan Berbasis Android Menggunakan Construct 2 Di SD Negeri Kragilan 3. INFOTECH Journal, 11(2), 158–165. https://doi.org/10.31949/infotech.v11i2.14863
Guan, X., Sun, C., Hwang, G., Xue, K., & Wang, Z. (2024). Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020. Interactive Learning Environments, 32(2), 534–556. https://doi.org/10.1080/10494820.2022.2091611
Hare, C., Johnson, B., Vlahiotis, M., Panda, E. J., Tekok?Kilic, A., & Curtin, S. (2024). Children’s reading outcomes in digital and print mediums: A systematic review. Journal of Research in Reading, 47(3), 309–329. https://doi.org/10.1111/1467-9817.12461
Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Game-based Learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859
Ikpat, N. A. (2025). Teacher Perceptions of Gamification’s Influence on Student Engagement and Learning in Nigerian Primary Schools. European Journal of Education, 60(3). https://doi.org/10.1111/ejed.70179
Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of Gamification on Motivation and Academic Performance: A Systematic Review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639
Kemendikbudristek. (2024). Rapor Pendidikan Tahun 2024. https://raporpendidikan.kemdikbud.go.id/.
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
Kusmirah, Siti Dewi Maraharani, & L.R. Retno Susanti. (2025). Analisis Kebutuhan Pengembangan Media Game Edukasi Berbantuan Canva Pada Mata Pelajaran IPAS Untuk Sekolah Dasar. SOCIAL?: Jurnal Inovasi Pendidikan IPS, 5(1), 275–283. https://doi.org/10.51878/social.v5i1.5137
Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning. Education Sciences, 14(4), 367. https://doi.org/10.3390/educsci14040367
Li, X., & Kangas, M. (2024). A systematic literature review of playful learning in primary education: teachers’ pedagogical activities. Education 3-13, 1–16. https://doi.org/10.1080/03004279.2024.2416954
Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLOS ONE, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350
Mapisa, B. Z., & Makena, B. (2024). The Impact of ICT Adoption in Enhancing Teaching and Learning in Primary Schools of Amathole East District, Eastern Cape. Research in Social Sciences and Technology, 9(1), 213–231. https://doi.org/10.46303/ressat.2024.12
Martdana, R. A., & Atno, A. (2025). Gamifikasi dalam Pembelajaran Sejarah: Analisis Literatur Terhadap Dampaknya pada Motivasi dan Keterlibatan Belajar Siswa. Edukasiana: Jurnal Inovasi Pendidikan, 4(2), 327–335. https://doi.org/10.56916/ejip.v4i2.1148
Meng, C., Zhao, M., Pan, Z., Pan, Q., & Bonk, C. J. (2024). Investigating the impact of gamification components on online learners’ engagement. Smart Learning Environments, 11(1), 47. https://doi.org/10.1186/s40561-024-00336-3
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment. Simulation & Gaming, 55(4), 600–636. https://doi.org/10.1177/10468781241237389
Muchtar, F. Y., Nasrah, & Ilham S, M. (2021). Pengembangan Multimedia Interaktif Berbasis I-Spring Presenter untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Sekolah Dasar. Jurnal Basicedu, 5(3), 1683–1688.
Parker, R., Thomsen, B. S., & Berry, A. (2022). Learning Through Play at School – A Framework for Policy and Practice. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.751801
Putri, H. P. D. (2024). Peran Pendidikan Dasar dalam Pembentukan Dasar Kemampuan Anak di SD Negeri 6 Wonogiri. BAHUSACCA?: Pendidikan Dasar Dan Manajemen Pendidikan, 4(1), 11–16. https://doi.org/10.53565/bahusacca.v4i1.929
Ruiz, J. J. R., Sanchez, A. D. V., & Figueredo, O. R. B. (2024). Impact of gamification on school engagement: a systematic review. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1466926
Sappaile, B. I. (2024). The Impact of Gamification Learning on Student Motivation in Elementary School Learning. Scientechno: Journal of Science and Technology, 3(2), 1–13. https://doi.org/10.55849/scientechno.v3i2.1050
Sari, D. N., & Alfiyan, A. R. (2023). Peran Adaptasi Game (Gamifikasi) dalam Pembelajaran untuk Menguatkan Literasi Digital: Systematic Literature Review. UPGRADE?: Jurnal Pendidikan Teknologi Informasi, 1(1), 43–52. https://doi.org/10.30812/upgrade.v1i1.3157
Sulaksono, A. S., Yusnaidar, Y., Hasibuan, M. H. E., Afrida, A., & Asmiyunda, A. (2024). Diseminasi Pembelajaran Kreatif Menggunakan Media Mobile Gamification Learning System (MGLS). Jurnal Pengabdian Masyarakat Pinang Masak, 5(2), 102–109. https://doi.org/10.22437/jpm.v5i2.36797
Wulan, D. R., Nainggolan, D. M., Hidayat, Y., Rohman, T., & Fiyul, A. Y. (2024). Exploring the Benefits and Challenges of Gamification in Enhancing Student Learning Outcomes. Global International Journal of Innovative Research, 2(7), 1657–1674. https://doi.org/10.59613/global.v2i7.238
Xiao, Y., & Hew, K. F. (2024). Personalized gamification versus one-size-fits-all gamification in fully online learning: Effects on student motivational, behavioral and cognitive outcomes. Learning and Individual Differences, 113, 102470. https://doi.org/10.1016/j.lindif.2024.102470
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Muhammad Ilham S, Muh. Rafli Rasyid, Resky Amaliah, Putri Indriani

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.