The Power of Play! A Review of Gamification Design Trends and Their Impact on Learning Outcomes

Authors

  • Salsabila Thifal Nabil Haq Universitas Negeri Malang
  • Didik Dwi Prasetya Universitas Negeri Malang
  • Muhammad Aris Ichwanto Universitas Negeri Malang
  • Joko Samodra Universitas Negeri Malang
  • Luhur Adi Prasetya Universitas Negeri Malang

DOI:

https://doi.org/10.51276/edu.v6i3.1340

Keywords:

Digital Education , Game Elements , Gamification , Learning Outcomes , SPAR-4-SLR

Abstract

Digital transformation in education has accelerated the integration of gamification as an interactive and motivational learning strategy. This study presents a systematic literature review following the SPAR 4 SLR protocol, based on the analysis of 25 empirical research articles published between 2020 and 2025. The objective is to explore the distribution and impact of various gamification elements on cognitive, affective, and psychomotor learning domains. Elements that provide rewards, such as points (88%), badges (80%), and leaderboards (72%), were the most commonly applied in learning environments. In contrast, reflective features such as storytelling (20%), learner autonomy (24%), and role-playing activities (16%) were especially effective in increasing emotional involvement, self-directed learning, and practical abilities. Through thematic analysis using NVivo 12, the study found that external rewards often encourage only temporary motivation, whereas reflective components support more lasting and meaningful learning processes. The study concludes by recommending a balanced and goal-oriented approach to gamification design, which can strengthen its role as a transformative educational strategy in the digital learning era.

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Author Biographies

Salsabila Thifal Nabil Haq, Universitas Negeri Malang

Born in Banyuwangi, June 18, 1998. She earned a Bachelor's degree in Informatics Engineering Education and a Master's degree in Vocational Education from Malang State University. Has an interest in the field of learning media development and vocational education evaluation. Currently actively involved in a project that focuses on the development of gamification-based learning media.

Didik Dwi Prasetya, Universitas Negeri Malang

Born in Bojonegoro, September 30, 1979. Received a Bachelor's degree in Informatics at Universitas Ahmad Dahlan Yogyakarta in 2004, a Master's degree in the same field at the Institut Teknologi Bandung in 2007, and completed a doctoral program in 2021 at Hiroshima University in the field of Information Engineering. Currently, he is a Lecturer at the Faculty of Engineering, Universitas Negeri Malang. Has expertise in the fields of Knowledge Engineering and Educational Data Science.

Muhammad Aris Ichwanto, Universitas Negeri Malang

Born in Central Maluku, March 6, 1990. Obtained a Bachelor's degree in Building Engineering Education from the Universitas Negeri Malang in 2012, a Master's degree in Educational Leadership and Policy at Beijing Normal University in 2014, and a doctorate in 2020 at Central China Normal University in the field of Principles of Education. Currently, he is a Lecturer at the Faculty of Engineering, Universitas Negeri Malang. Has expertise in the field of Vocational Education Development Policy.

Joko Samodra, Universitas Negeri Malang

Born in Malang, January 12, 1973. Obtained a Bachelor's degree in Informatics Engineering from Institut Sains & Teknologi Palapa Malang in 2012 and a Master's degree in Multimedia Intelligent Networks from Institut Teknologi Sepuluh November in 2014. Currently a Lecturer at the Vocational Faculty, Universitas Negeri Malang. Has expertise in the field of Digital Media Engineering and Gamification.

Luhur Adi Prasetya, Universitas Negeri Malang

Is an educator and developer of innovative instructional media, dedicated to advancing vocational education in Indonesia. He holds a Bachelor's in Electrical Engineering Education and a Master's in Vocational Education from the State University of Malang. His expertise includes electric power generation, renewable energy, instructional media design, and vocational curriculum development. Currently, he is developing interactive learning media on energy topics using adaptive and contextual approaches. He believes that integrating technology and creativity into learning is key to bridging the gap between education and industry demands, especially in vocational schools.

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Published

2025-09-26

How to Cite

Haq, S. T. N., Prasetya, D. D., Ichwanto, M. A., Samodra, J., & Prasetya, L. A. (2025). The Power of Play! A Review of Gamification Design Trends and Their Impact on Learning Outcomes. Edunesia : Jurnal Ilmiah Pendidikan, 6(3), 1679–1699. https://doi.org/10.51276/edu.v6i3.1340

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