Implementation Strategies of Gamification in Elementary School Learning: A Systematic Literature Review

Authors

  • Septi Yunita Universitas Pendidikan Indonesia
  • Munir
  • Sekar Syawalahayati
  • N. Sinta Mustika Aryanti

DOI:

https://doi.org/10.33394/jtp.v11i2.18732

Keywords:

Elementary School, Gamification, learning strategies, Systematic Literature Review

Abstract

Elementary school learning often faces problems related to low attention, weak learning motivation, and limited active participation during classroom activities. These issues commonly arise from teacher-centered instruction and a lack of varied learning experiences. One approach considered to address these problems is gamification, which integrates game elements into learning activities to increase student engagement. This study aims to identify the forms of gamification used in elementary school learning and analyze implementation strategies based on previous empirical studies. The research employed a Systematic Literature Review method by reviewing eleven selected articles from the Scopus and Taylor & Francis Online databases, published between 2020 and 2025, written in English, and available in full-text format. Data analysis was conducted through narrative synthesis. The findings show that gamification is implemented through digital learning platforms, interactive physical tools, and narrative-based classroom activities. Common implementation strategies include designing learning tasks in progressive levels, providing rewards, giving instant feedback, and using stories or characters to contextualize learning materials. The study concludes that gamification has the potential to improve student motivation and participation when game elements are planned systematically and aligned with learning objectives

References

Al Hafidz, M. I., Larasati, A., & Kamal, M. R. (2025). Pemanfaatan Gamifikasi dalam Pembelajaran untuk Meningkatkan Literasi Digital Siswa. Nusantara Educational Review, 3(2), 110-118. https://doi.org/10.55732/k8a0c814

Badali, M. H., Handayani, N., Normeiliani, P., Zaliha, Suriansyah, A., & Rafianti, W. R. (2026). Gamification sebagai inovasi pembelajaran digital: Analisis literatur tentang dampaknya terhadap keterlibatan belajar siswa. Pendas: Jurnal Ilmiah Pendidikan Dasar, 11(1), 700–719. ß

Bhakti, Y. B., Astuti, I. A. D., Okyranida, I. Y., Prasetya, R., Maryani, I., & Nizaar, M. (2025). Twenty-first century learning technology innovation: Teachers’ perceptions of gamification in science education in elementary schools. Open Education Studies, 7, 20250100. https://doi.org/10.1515/edu-2025-0100

Cordeiro, V., & Abdulrahim, N. (2021). Improving refugee students’ mathematics learning through Binogi gamified multilingual platform. International Journal of Educational Research, 108, 10178 https://doi.org/10.1080/01434632.2021.1916022

Dewi, A. C. (2025). Gamifikasi Dalam Pembelajaran Bahasa Indonesia: Studi Efektivitas Game Interaktif Dalam Peningkatan Literasi Digital Siswa. Journal Sultra Elementary School, 6(1), 1144-1154. https://doi.org/10.64690/jses.v6i1.466

Downie, S., & Proulx, S. (2022). Investigating the role of gamification in public libraries’ literacy-centered youth programming. International Journal of Play, 11(4), 382–404. https://doi.org/10.1080/21594937.2022.2136637

Gómez Niño, J. R., Árias Delgado, L. P., Chiappe, A., & Ortega González, E. (2025). Gamifying learning with AI: A pathway to 21st-century skills. Journal of Research in Childhood Education, 39(4), 735–750. https://doi.org/10.1080/02568543.2024.2421974

Hoskins, K., Lebbakhar, A., & Watts, M. (2024). “It hooks them in, it’s straight in there”: Leveraging game culture for learning in the Key Stage 2 science curriculum. Education 3–13. https://doi.org/10.1080/03004279.2024.2402050

Husen, N. (2025). Peningkatan literasi digital di kalangan siswa sekolah menengah pertama melalui pendekatan gamifikasi. BARAKATI: Journal of Community Service, 3(2) , 58–65. https://doi.org/10.62394/barakati.v3i2.175

Kliziene, I., Sinkeviciene, G., Cizauskas, G., & Augustiniene, A. (2024). The impact of gamification on achievement in mathematics among primary school pupils with hearing impairment. Cogent Education, 11(1), 2432100. https://doi.org/10.1080/2331186X.2024.2432100

Mastoah, I., MS, Z., & Sumantri, M. S. (2022). Meningkatkan literasi digital menggunakan media game edukasi kreatif. Ibtida’i: Jurnal Kependidikan Dasar, 9(1), 69–80.

Ohashi, S., Urao, Y., Fujiwara, K., Koshiba, T., Ishikawa, S.-i., & Shimizu, E. (2025). A school-setting pilot study of the e-learning version of the “Journey of the Brave”: A universal anxiety-prevention program based on cognitive behavioral therapy. Child and Adolescent Psychiatry and Mental Health, 19, 96. https://doi.org/10.1186/s13034-025-00956-8

Rahim, M., & Mohammed, L. A. (2025). Impact of Gamification Based Formative Assessment Tasks on Higher Order Thinking Skills and Motivation in the Subject of Mathematics Among Primary School Students. Journal of Asian Development Studies, 14(1), 1863-1894. https://doi.org/10.62345/jads.2025.14.1.148

Rahmawati, E. (2025). Integrasi gamifikasi pada pembelajaran berbasis deep learning di sekolah dasar. Tarunateach: Journal of Elementary School, 3(2), 136–146. https://doi.org/10.54298/tarunateach.v3i2.655

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

Smith, J., Allen, D., & Carter, B. (2024). Using Sonic game characters to support science learning in elementary classrooms. Journal of Science Education and Technology, 33(2), 211–228.

Srimuliyani, S. (2023). Menggunakan teknik gamifikasi untuk meningkatkan pembelajaran dan keterlibatan siswa di kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29-35. https://doi.org/10.70437/jedu.v1i1.2

Tiwa, T. M. (2020). Gamifikasi dalam pembelajaran siswa sekolah dasar. JAMBURA Elementary Education Journal, 1(2), 91–99. https://ejournal-fip-ung.ac.id/ojs/index.php/jeej/article/view/147

Wibowo, C. (2024). Enhancing Self-Esteem, Satisfaction, and Motor Skills through Gamification in Elementary Physical Education. Physical Education Theory and Methodology, 24(3), 368-374. https://doi.org/10.17309/tmfv.2024.3.03

Wijayanti, A., Hamidah, S., & Yayuk, E. (2025). Implementasi gamifikasi sebagai strategi inovatif dalam mengembangkan keterampilan berpikir komputasional pada anak usia dini. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(04), 242-251. https://doi.org/10.23969/jp.v10i04.34797

Wala, G. N. (2025). Strategi Peningkatan Literasi dan Minat Belajar Siswa: Studi Kasus pada Peserta Didik Sekolah Menengah: Strategies for Improving Literacy and Student Interest in Learning: A Case Study of Secondary School Learners. COSMOS: Jurnal Ilmu Pendidikan, Ekonomi Dan Teknologi, 2(3), 485-494.

Valentová, M., & Brečka, P. (2023). Assessment of digital games in technology education. International Journal of Engineering Pedagogy (iJEP), 13(2), 36–63. https://doi.org/10.3991/ijep.v13i2.35971

Ženatý, E., Dosedla, M., Picka, K., & Šťastná, J. (2024). Didactic game based on the Unreal Engine and the effectiveness of its implementation in mathematics education. TEM Journal, 13(4), 3092–3102. https://doi.org/10.18421/TEM134-46

Zhang, Z., & Huang, X. (2024). Exploring the impact of the adaptive gamified assessment on learners in blended learning. Education and Information Technologies, 29, 21869–21889. https://doi.org/10.1007/s10639-024-12708-w

Downloads

Published

2026-04-14

How to Cite

Yunita, S., Munir, Syawalahayati, S., & Aryanti, N. S. M. (2026). Implementation Strategies of Gamification in Elementary School Learning: A Systematic Literature Review. Jurnal Teknologi Pendidikan : Jurnal Penelitian Dan Pengembangan Pembelajaran, 11(2), 258–269. https://doi.org/10.33394/jtp.v11i2.18732

Issue

Section

Articles