GAMIFIKASI DAN MOTIVASI BELAJAR SISWA: TINJAUAN LITERATUR SISTEMATIS TENTANG ELEMEN GAMIFIKASI, MEKANISME MOTIVASI, DAN KONTEKS PENDIDIKAN

Authors

  • Nurul Wahida Pusat Pengembangan Pendidikan dan Penelitian Indonesia
  • Meyldha Indah Lestari Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Keywords:

Gamifikasi, Motivasi Belajar, Elemen Gamifikasi, Mekanisme Motivasi, Systematic Literature Review

Abstract

ABSTRACT

The background problem of this study is the inconsistent effectiveness of gamification in increasing students’ learning motivation, despite its growing application in educational settings. Differences in gamification elements, motivational mechanisms, and educational contexts have resulted in varied research findings. This study aims to analyze trends in the effects of gamification on learning motivation, identify the gamification elements and motivational mechanisms employed, and examine its effects across different educational contexts. This study employed a Systematic Literature Review (SLR) of 25 relevant research articles. The data were analyzed descriptively and thematically based on identified impacts, gamification elements, motivational mechanisms, educational levels, and learning contexts. The results show that increased learning motivation was the most dominant finding, accounting for 19 findings (76%), followed by increased participation or engagement and learning outcomes, each accounting for 32%. Points, levels, challenges, rewards, leaderboards, badges, feedback, competition, and collaboration operated through mechanisms involving achievement, competence, challenge, social relatedness, and extrinsic reinforcement. Overall, gamification demonstrated positive potential, but its effectiveness was influenced by design, learner characteristics, learning objectives, and implementation conditions. These findings emphasize the importance of contextual and motivationally grounded gamification design.

ABSTRAK

Latar belakang masalah penelitian ini adalah belum seragamnya efektivitas gamifikasi dalam meningkatkan motivasi belajar peserta didik, meskipun penggunaannya semakin luas dalam pembelajaran. Perbedaan elemen gamifikasi, mekanisme motivasi, dan konteks pendidikan menyebabkan temuan penelitian menunjukkan hasil yang beragam. Penelitian ini bertujuan menganalisis tren dampak gamifikasi terhadap motivasi belajar, mengidentifikasi elemen gamifikasi dan mekanisme motivasional yang digunakan, serta menganalisis pengaruhnya berdasarkan konteks pendidikan. Penelitian menggunakan metode Systematic Literature Review (SLR) terhadap 25 artikel penelitian yang relevan. Data dianalisis secara deskriptif dan tematik berdasarkan dampak, elemen gamifikasi, mekanisme motivasi, serta jenjang dan konteks pembelajaran. Hasil penelitian menunjukkan bahwa peningkatan motivasi belajar merupakan temuan paling dominan, yaitu 19 temuan (76%), diikuti peningkatan partisipasi atau keterlibatan dan hasil belajar masing-masing 32%. Elemen poin, level, tantangan, reward, leaderboard, badge, umpan balik, kompetisi, dan kolaborasi bekerja melalui mekanisme pencapaian, kompetensi, tantangan, keterhubungan sosial, dan penguatan ekstrinsik. Efektivitas gamifikasi cenderung positif, tetapi dipengaruhi desain, karakteristik peserta didik, tujuan pembelajaran, dan kondisi implementasi. Temuan ini menegaskan pentingnya desain gamifikasi yang kontekstual dan berbasis mekanisme motivasional.

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Published

2026-04-30

How to Cite

Wahida, N., & Lestari, M. I. (2026). GAMIFIKASI DAN MOTIVASI BELAJAR SISWA: TINJAUAN LITERATUR SISTEMATIS TENTANG ELEMEN GAMIFIKASI, MEKANISME MOTIVASI, DAN KONTEKS PENDIDIKAN. EDULEARN : Global Review of Education and Pedagogical Studies, 1(1), 16–30. Retrieved from https://jurnalp4i.com/index.php/edulearn/article/view/15981

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Section

Articles