Penerapan Gamifikasi dalam Pembelajaran Digital: Kajian Literatur Konseptual
DOI:
https://doi.org/10.66031/reset.v1i3.260Keywords:
Gamifikasi, Pembelajaran Digital, Motivasi Belajar, Desain PembelajaranAbstract
Perkembangan pembelajaran digital mendorong pemanfaatan gamifikasi sebagai strategi untuk meningkatkan motivasi dan keterlibatan peserta didik, namun efektivitasnya masih bervariasi. Penelitian ini bertujuan untuk menganalisis secara kritis karakteristik, dampak, peran desain, serta keterbatasan gamifikasi dalam pembelajaran digital menggunakan pendekatan systematic literature review. Data dikumpulkan dari artikel ilmiah bereputasi dan dianalisis melalui teknik analisis tematik untuk mengidentifikasi pola dan kesenjangan penelitian. Hasil menunjukkan bahwa gamifikasi mampu meningkatkan motivasi, keterlibatan, dan hasil belajar, tetapi keberhasilannya sangat bergantung pada kualitas desain, konteks implementasi, dan karakteristik pengguna. Penggunaan elemen permainan secara parsial cenderung menghasilkan dampak jangka pendek, sedangkan desain berbasis teori mampu menciptakan pembelajaran yang lebih berkelanjutan. Penelitian ini menegaskan bahwa gamifikasi harus diposisikan sebagai pendekatan pedagogis berbasis desain dan teori, dengan kontribusi utama pada penekanan integrasi desain, teori, dan konteks sebagai faktor kunci efektivitas pembelajaran digital.
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All data generated or analyzed during this study are included in this published article. Additional datasets are available from the corresponding author upon reasonable request.
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Copyright (c) 2026 Duwi Purnama Sidik, Irfa Nur Amalia (Author)

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