Application of Gamification in Learning: Its Influence on Motivation, Involvement, and Student Learning Outcomes

Authors

  • Kenyo Prameswari Fakultas Keguruan dan Ilmu Pendidikan Universitas 17 Agustus 1945 Banyuwangi
  • Iva Novita Fakultas Keguruan dan Ilmu Pendidikan, Universitas 17 Agustus 1945 Banyuwangi
  • Dian Arief Pradana Fakultas Keguruan dan Ilmu Pendidikan Universitas 17 Agustus 1945 Banyuwangi

DOI:

https://doi.org/10.62734/jtech.v2i1.459

Keywords:

Gamification; E-learning; Motivation; Student Engagement; Online Learning

Abstract

The application of gamification in education is becoming a topic that is increasingly discussed, both in the context of formal and non-formal education. The purpose of this research is to examine how the application of gamification in e-learning can increase student motivation and involvement. This research uses a qualitative approach with a literature study method that includes various previous studies on gamification in education. The results of this study show that the application of game elements in online learning can increase interactivity, strengthen the attractiveness of the subject matter, and encourage students to more actively participate in the learning process. In addition, this study also found that gamification has the potential to improve student learning outcomes by making the material more interesting and giving faster feedback. This research concludes that gamification can be an effective tool in creating a more interesting learning experience and increasing student motivation. However, further research is still needed to optimize the gamification design in various learning contexts.

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References

Carolus, R. Y., & Gormantara, A. (2022). Penerapan Gamification dalam Bidang Pendidikan Formal dan Nonformal: Survey Paper. Universitas Atma Jaya Yogyakarta dan Universitas Atma Jaya Makassar. https://sg.docworkspace.com/d/sIInL58DkAeib1rsG

Diana, A. (2020). Gamifikasi dalam E-learning: Penerapan dan Implementasi dalam Pembelajaran Jarak Jauh. JPI, 03(02), 144-149.

Fakhzikril, M. R. (2021). Pengembangan Gamifikasi dalam Pembelajaran Online. Jurnal Pendidikan Teknologi, 19(3), 223-230.

Shaliha, M. A. (2022). Penerapan Gamifikasi dalam Meningkatkan Motivasi dan Keterlibatan Siswa. Universitas Pendidikan Indonesia. http://www.upi.edu/gamifikasi

Widiana, I. W., Jampel, I. N., & Setiawan, A. D. (2025). Desain Gamifikasi dalam Pembelajaran Online. Jurnal Pendidikan dan Pembelajaran, 25(1),

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Published

2025-04-27

How to Cite

Prameswari, K., Novita, I., & Pradana, D. A. (2025). Application of Gamification in Learning: Its Influence on Motivation, Involvement, and Student Learning Outcomes. JOURNAL OF TECHNOLOGY, EDUCATION &Amp; TEACHING (J-TECH), 2(1), 149–151. https://doi.org/10.62734/jtech.v2i1.459