Transformasi Gamifikasi Pendidikan Dasar: Analisis Komparatif Gamifikasi Konvensional dan AI-Driven Gamification terhadap Motivasi dan Prestasi Belajar Siswa

Authors

  • Syifa Aulia Indonesia University of Education Author
  • Muhammad Dzikri Fajar Indonesia University of Education Author
  • Farel Yasir Hafidh Indonesia University of Education Author

DOI:

https://doi.org/10.63822/xfz5pw28

Keywords:

Gamifikasi Berbasis AI, Keterlibatan Siswa, Personalisasi Pembelajaran, Systematic Literature Review (SLR), Teknologi Adaptif

Abstract

Perkembangan teknologi digital telah mendorong adopsi gamifikasi secara luas dalam dunia pendidikan sebagai strategi utama untuk meningkatkan motivasi dan partisipasi aktif siswa. Seiring dengan disrupsi teknologi, integrasi Kecerdasan Buatan (AI) mulai mendefinisikan ulang lanskap tersebut melalui kemampuannya dalam memproses data pembelajaran secara real-time. Namun, gamifikasi konvensional sering kali menghadapi keterbatasan karena sifatnya yang statis dan kurang adaptif terhadap perbedaan kecepatan belajar serta kebutuhan psikologis individu siswa yang dinamis. Penelitian ini bertujuan untuk membandingkan efektivitas antara gamifikasi konvensional dan gamifikasi berbasis AI (AI-driven) dalam mengoptimalkan luaran pembelajaran. Metode yang digunakan adalah Systematic Literature Review (SLR) dengan protokol PRISMA, yang menyaring lebih dari 200 artikel dari database mentah hingga menghasilkan 15 artikel final yang memenuhi kriteria inklusi ketat. Hasil analisis menunjukkan bahwa gamifikasi berbasis AI secara signifikan lebih unggul dalam aspek personalisasi berkat kemampuannya menyesuaikan tantangan secara otomatis berdasarkan performa siswa. Keunggulan performa tersebut berdampak langsung pada peningkatan keterlibatan (engagement) siswa yang lebih konsisten dan mendalam selama proses pembelajaran. Lebih lanjut, tingkat retensi pemahaman materi dan keberlanjutan interaksi siswa terbukti lebih tinggi pada sistem yang diintervensi oleh teknologi adaptif ini. Meskipun demikian, implementasi gamifikasi berbasis AI masih menghadapi tantangan kritikal terkait kesiapan infrastruktur, kompetensi teknis guru, serta isu privasi data siswa yang sensitif. Sebagai kesimpulan, transisi dari gamifikasi konvensional ke sistem berbasis AI menawarkan potensi transformatif yang besar bagi efisiensi pembelajaran, dengan catatan bahwa kendala infrastruktur

 

References

A Systematic Literature Review of Teacher Scaffolding in Game-Based Learning in Primary Education. (n.d.). Educational Research Review.

Ahyan. (2025). TADARUS: Jurnal Pendidikan Islam.

AI-based Adaptive Personalized Content Presentation and Exercises Navigation for an Effective and Engaging E-learning Platform. (n.d.). Multimedia Tools and Applications.

AI-Based Gamification in Learning: An Analysis of Its Impact on Students’ Engagement. (n.d.). LEARNING: Jurnal Inovasi Penelitian Pendidikan Dan Pembelajaran.

AI-driven, R. A. (2023). REVIEW ARTICLE AI-driven adaptive learning for sustainable educational transformation Wadim Strielkowski1,2| Veronika Grebennikova3| Alexander Lisovskiy4,5| Guzalbegim Rakhimova6,7| Tatiana Vasileva8 1Department Agricultural and Resource Economics, University of California, Berkeley,California, USA 2Department of Trade and Finance, Faculty of Economics and Management, Czech Universityof Life Sciences Prague, Prague, Czech Republic 3Department of Pedagogy and Psychology, Kuban State University, Krasnodar, Russia 4Department of Strategic and Innovative Development, Faculty ‘Higher School of Management ’, Financial University under the Government of the Russian Federation,Moscow, Russia 5Joint-Stock Company “RPC “Krypten ”, Moscow, Russia 6Department of Accounting and Auditing, National Research University “Tashkent Institute of Irrigation and AgriculturalMechanization Engineers ”(TIIAME National Research University), Tashkent, Uzbekistan 7Department of Science and Rating, Diplomat University, Tashkent, Uzbekistan 8University Department of Educational Psychology, Moscow City Pedagogical University, Moscow, Russia Correspondence Wadim Strielkowski, Department Agricultural and Resource Economics, University of California, Berkeley, 303 Giannini Hall, California 94720, USA.Email: strielkowski@berkeley.edu ; strielkowski@pef.czu.cz Funding informationKuban Science Foundation, Grant/AwardNumber: MFI-20.1/80Abstract This paper scrutinizes how adaptive learning technologies and artificial intelligence (AI) are transforming today’s education by making it personalized, accessible, and effi- cient as well as leading people to accepting, addressing, and mitigating sustainable development. Journal/Sd 1921. https://doi.org/10.1002/sd.3221

An Application of the Quizizz Gamification Tool to Improve Motivation in the Evaluation of Elementary School Students. (n.d.). International Journal of Information and Education Technology.

Analisis Komparatif Pengalaman Siswa dalam Evaluasi Pembelajaran PAI Berbasis Konvensional dan Quizizz. (n.d.). Tadarus: Jurnal Pendidikan Islam.

Application, A. (n.d.). An Application of the Quizizz Gamification Tool to Improve Motivation in the Evaluation of Elementary School Students Noe Manuel Quispe Ccoa, Maria Elisabeth Farfan Choquehuanca*, and Fabian Hugo Rucano Paucar  Abstract—The motivation of students in the evaluation is one of the most difficult processes in education because students face high levels of stress and anxiety previously, during and after the evaluation, even more so considering the situation that was experienced due to the COVID-19 health emergency.

Bergdahl, N., Bond, M., Sjöberg, J., Dougherty, M., & Oxley, E. (2024). Unpacking student engagement in higher education learning analytics: a systematic review. International Journal of Educational Technology in Higher Education, 21(1). https://doi.org/10.1186/s41239-024-00493-y

Chang, C.-T., Chao, W.-H., Yang, C.-Y., & Semwaiko, G. S. (2025). Evaluating the Impact of Augmented Reality on Learning Outcomes in K-12 Special Education: A Systematic Review. European Journal of Educational Research, 14(4), 1167–1182. https://doi.org/10.12973/eu-jer.14.4.1167

Chatbot, N., Islamic, F. O. R., & Among, E. (2025). Jurnal Educative : Journal of Educational Studies. 10(2), 191–204.

Citation. (2024). Citation: Jaramillo-Mediavilla, L.; Basantes-Andrade, A.; Cabezas-Gonz ález, M.; Casillas-Mart ín, S. Education Sciences.

Educational Approaches with AI in Primary School Settings: A Systematic Review of the Literature Available in Scopus. (n.d.). Education Sciences.

Effectiveness of GBL in the Engagement, Motivation, and Satisfaction of 6th Grade Pupils: A Kahoot! Approach. (n.d.). Education Sciences.

EFL Learners’ Motivation in a Gamified Formative Assessment: The Case of Quizizz. (n.d.). Education and Information Technologies.

Ella Hamonic. (2025). Digital Education: Shaping Sustainable Lifelong Learning for All in the Era of AI (Vol. 15733). https://doi.org/10.1007/978-3-032-00056-9

Enhancing Education in Elementary Schools through Gamified Learning: Exploring the Impact of Kahoot! on the Learning Process. (n.d.). Education Sciences.

Exploring a Gamified Learning Tool in the ESL Classroom: The Case of Quizizz. (n.d.). Journal of Education and E-Learning Research.

Exploring the Impact of Gamification on Students’ Academic Performance: A Comprehensive Meta-analysis. (n.d.). British Journal of Educational Technology.

Fitriyani, Y., Apriadi, S. A., Oktaviani, N. M., & Kuningan, U. M. (2025). Jurnal Cakrawala Pendas GENERATIVE AI-ENHANCED GAME-BASED LEARNING FOR Abstrak personalized , and relevant to the needs of the 21st century ( Plass et al ., 2015 ). The development a pedagogical strategy that has been proven effective in improving learning outcomes , intrinsic. 11(4), 836–851.

Fostering, A. (2023). ARTICLE Fostering students’ AI literacy development through educational games: AI knowledge, affective and cognitive engagement Davy Tsz Kit Ng1| Chen Xinyu1| Jac Ka Lok Leung2| Samuel Kai Wah Chu3 1Faculty of Education, The University of Hong Kong, Hong Kong, Hong Kong 2Division of Integrative Systems and Design, The Hong Kong University of Science and Technology, Hong Kong, Hong Kong 3Department of Health Sciences, School of Nursing and Health Studies, The Hong Kong Metropolitan University, Hong Kong, Hong Kong Correspondence Davy Tsz Kit Ng, Faculty of Education, The University of Hong Kong, Hong Kong, Hong Kong. Journal of Computer Assisted Learning Published by John Wiley & Sons Ltd. https://doi.org/10.1111/jcal.13009

Gamifikasi Pembelajaran di Dunia Virtual: Studi Komparatif Platform Metaverse terhadap E-Learning Konvensional. (n.d.). Jurnal Sains Student Research.

Generative AI-Enhanced Game-Based Learning for Creative Skill Development in Elementary Students. (n.d.). Jurnal Cakrawala Pendas.

Huang, T.-C., & Tseng, H.-P. (2025). Extended Reality in Applied Sciences Education: A Systematic Review. Applied Sciences, 15(7), 4038. https://doi.org/10.3390/app15074038

Impact. (n.d.). Impact of the Use of Gamified Online Tools: A Study with Kahoot a nd Quizizz in the Educational Context Benjamí n Maraza -Quispe*, Lady Cristina Traverso -Condori, Selene Belé n Torres -Gonzales , Rocio Elena Reyes -Arco , Santos Toribio Tinco -Tú pac , Edwin Reyes -Villalba , and Jenny del Rocio Carpio -Ventura Universidad Nacional de San Agustí n de Arequipa, Peru Email: bmaraza@unsa.edu.p e (B.M.

Implementation of AI-Based Educational Games to Improve Early Reading Skills of Elementary School Students. (n.d.). Edubase: Journal of Basic Education.

Investigating, R. A. (2022). Research Article Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-BasedLearning: A Quantitative Study Employing Kahoot Qi Zhang and Zhonggen Yu Faculty of Foreign Studies, Beijing Language and Culture University, China Correspondence should be addressed to Qi Zhang; waiked@126.com and Zhonggen Yu; 401373742@qq.comReceived 7 January 2022; Accepted 28 March 2022; Published 23 April 2022Academic Editor: Ayoub BahnasseCopyright © 2022 Qi Zhang and Zhonggen Yu.

Journal, I., & Education, C. (2025). No Title. 6(1), 37–47.

Journal, I., Modern, O. F., & Science, C. (2026). INTERNATIONAL JOURNAL OF MODERN COMPUTER SCIENCE Architectural Synergies : Integrating Blockchain , Fog Computing , And Generative Intelligence for Secure Digital Twin Ecosystems in Cyber-Physical Systems. February, 15–19.

Jurnal, K. A. P. (2025). KAMPUS AKADEMIK PUBLISING Jurnal Sains Student Research Vol.3, No.2 April 2025 e-ISSN: 3025-9851; p-ISSN: 3025-986X, Hal 615-621 DOI: https://doi.org/10.61722/jssr.v3i2.4379 Received Februari 28, 2025; Revised Maret 28, 2025; April 26, 2025 * Dziqra Ananda Hersya, zikraananda414@gmail.com GAMIFIKASI PEMBELAJARAN DI DUNIA VIRTUAL: STUDI KOMPARATIF PLATFORM METAVERSE TERHADAP E- LEARNING KONVENSIONAL Dziqra Ananda Hersya Universitas Bina Darma Tata Sutabri Program Studi Teknik Informatika Fakultas Sains Teknologi Universitas Bina Darma Korespondensi penulis : zikraananda414@gmail.com Abstract Advances in information technology have had a significant impact on the transformation of the education system, including in terms of learning methods and media. https://doi.org/10.61722/jssr.v3i2.4379

Kahoot, R. A. (2024). REVIEW ARTICLE Kahoot! Game-based digital learning platform: A comprehensive meta-analysis Osman Özdemir School of Foreign Languages, Selcuk University, Konya, Turkey Correspondence Osman Özdemir, School of Foreign Languages, Selcuk University, Konya, Turkey. Journal of Computer Assisted Learning Published by John Wiley & Sons Ltd. https://doi.org/10.1111/jcal.13084

Kurnaz, M. F. (2026). RESEARCH ARTICLE A Meta ‐ Analysis of Gamification ’ s Impact on Student Motivation in K ‐ 12 Education. February, 4997–5009. https://doi.org/10.1002/pits.70056

Kusmaryono, I., Wijayanti, D., & Maharani, H. R. (2022). Number of Response Options, Reliability, Validity, and Potential Bias in the Use of the Likert Scale Education and Social Science Research: A Literature Review. International Journal of Educational Methodology, 8(4), 625–637. https://doi.org/10.12973/ijem.8.4.625

Lampropoulos, G., Keramopoulos, E., & Diamantaras, K. (2022). applied sciences Augmented Reality and Gamification in Education : A Systematic Literature Review of Research , Applications , and Empirical Studies.

Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. In Educational Technology Research and Development (Vol. 72, Issue 3). Springer US. https://doi.org/10.1007/s11423-024-10351-3

LEARNING. (2025). LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. Journal System : Https://Jurnalp4i. https://doi.org/10.51878/learning.v6i1.890

License, I. (2020). ISSN 1648-3898 ISSN 2538-7138 THE EFFECT OF GAME-BASED LEARNING VIA KAHOOT AND QUIZIZZ ON THE ACADEMIC ACHIEVEMENT OF THIRD GRADE. 224–231.

Meta-Analysis, R. A. (2022). Review Article Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning Qi Zhang and Zhonggen Yu Faculty of Foreign Studies, Beijing Language and Culture University, 15 Xueyuan Road, Haidian District, Beijing, China Correspondence should be addressed to Zhonggen Yu; 401373742@qq.com Received 21 April 2022; Revised 4 July 2022; Accepted 5 July 2022; Published 1 August 2022 Academic Editor: Gwo-Jen Hwang Copyright ©2022 Qi Zhang and Zhonggen Yu.

Nasrullah, R., Aditya, W., & Kurniawan, D. (2022). Digital literacy and digital safety challenges in Indonesia. Journal of Physics: Conference Series. https://doi.org/10.1088/1742-6596/1933/1/012046

Needs Analysis of AI-Based Quizizz Teaching Materials for Natural and Social Sciences Learning in Elementary Schools in the Era of Industrial Revolution 5.0. (n.d.). Journal of Innovation and Research in Primary Education.

Page, M. J., Mckenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li, T., Loder, E. W., Mayo-wilson, E., Mcdonald, S., … Moher, D. (2021). The PRISMA 2020 statement : an updated guideline for reporting systematic reviews Systematic reviews and Meta-Analyses. https://doi.org/10.1136/bmj.n71

Patrawijaya, Y., & Rahayu, S. (2026). Analysis Of Gamification-Based PJOK Learning Implementation To Improve Students ’ Learning Motivation At State Elementary School 1 Boal , Empang District , Sumbawa Regency. 12(1), 311–316. https://doi.org/10.58258/jime.v12i1.10201/http

Pedagogical Design of K-12 Artificial Intelligence Education: A Systematic Review. (n.d.). Sustainability.

Rahmawati, I. D., Wulandari, R., & Ramadani, R. (2025). The effectiveness of artificial intelligence in gamification assessment for meansuring learning outcomes of elementary school students at SDN Kemayoran 2 Bangkalan. 01025.

Rianti, S. S., Chamalah, E., Kusumadewi, R. F., & Passat, S. A. (2025). Volume 6 Nomor 1 ( 2025 ) Pages 146-156 Edubase : Journal of Basic Education Implementation of AI-Based Educational Games to Improve Early Reading Skills of Elementary School Students. 6, 146–156.

Sadatul Kahfi, N., Reyza, F. A., Arrosikha, M., Nasrullah, M., & Aisyah, N. H. (2025). Artificial Intelligence in Islamic Religious Education: Balancing Learning Efficiency And Safeguarding Spiritual Integrity In Indonesian Higher Education. INJECT (Interdisciplinary Journal of Communication), 10(1), 643–660. https://doi.org/10.18326/inject.v10i1.4325

Salleh, R., Rajaratnam, V., Darshan Singh, A., & Yazid Abu Bakar, A. (2025). Embracing Chatbots as Learning Agent: A Scoping Literature Review (Penerimaan Chatbots sebagai Agen Pembelajaran: Satu Kajian Literatur Skop). Jurnal Pendidikan Malaysia, 50(1), 133–140.

Scientechno. (2024). Scientechno: Journal of Science and Technology Scientechno: Journal of Science and Technology , 3(2) - August 2024 184-196 The Impact of Gamification Learning on Student Motivation in Elementary School Learning Baso Intang Sappaile 1 1 Universitas Negeri Makassar, Indonesia Correspond ing Author: Baso Intang Sappaile , E-mail; basointang sappaile @gmail.com Article Information: Received June 16, 2024 Revised June 30, 2024 Accepted June 30, 2024 ABSTRACT Lately, many students have found a lack of motivation in learning in elementary schools. Journal of Science and Technology Scientechno: Journal of Science and Technology , 3(2). https://doi.org/10.55849/Scientechno.v1i1.1

Sholeh, M., Rusydiyah, E. F., & Abu Bakar, M. Y. (2024a). Integration of AI Chatbots in Islamic Religious Education: Potential and Challenges from a Doctoral Student Perspective. AL-ISHLAH: Jurnal Pendidikan, 16(2), 2105–2121. https://doi.org/10.35445/alishlah.v16i2.5409

Sholeh, M., Rusydiyah, E. F., & Abu Bakar, M. Y. (2024b). Integration of AI Chatbots in Islamic Religious Education: Potential and Challenges from a Doctoral Student Perspective. AL-ISHLAH: Jurnal Pendidikan, 16(2). https://doi.org/10.35445/alishlah.v16i2.5409

Strengthening Inclusive and Creative Technology-Based Learning in Elementary Schools Through Gamification, Interactive Media, and Artificial Intelligence. (n.d.). ICCD Proceedings.

Susana, P., Handayani, A., & Maruanaya, R. F. (2026). review of trends , impacts , and corrective role potential.

The. (2025). The 7th International Conference on Community Development (ICCD) 2025 “Leveraging Digital Technologies and Innovative Product for Sustainable Community ” 289 STRENGTHENING INCLUSIVE AND CREATIVE TECHNOLOGY -BASED LEARNING IN ELEMENTARY SCHOOLS THROUGH GAMIFICATION, INTERACTIVE MEDIA, AND ARTIFICIAL INTELLIGENCE Sulis SANDIWARNO1, Yustika ERLIANI2, Andi NUGROHO3, Fajar MASYA4*, Inge HANDRIANI5 1,2,3,4,5 Universitas Mercu Buana , Jakarta, INDONESIA *fajar.masya@mercubuana.ac.id ABSTRACT A series of Community Service (PkM) programs has been carried out at SDN Kedoya Utara 03, West Jakarta, by a team from the Faculty of Computer Science, Mercu Buana University, aiming to improve the quality of technology - based elementary education.

The. (2026). The 1st International Conference on Innovative Learning and Future Education (ICILFE 2026) 130 STEAM LEARNING AS A POLICY BRIDGE IN INDONESIA’S AI EDUCATION PARADOX: A SYSTEMATIC LITERATURE REVIEW Iqbal Abdillah Suwandi 1, Mahpudin2, Ani Rosidah3 1,2,3Universitas Majalengka , Majalengka , Indonesia Corresponding author: 222210106@unma.ac.id ABSTRACT This study examines STEAM -based (Science, Technology, Engineering, Arts, and Mathematics) learning as a strategic pedagogical response to the contradictory artificial intelligence (AI) education policies implemented by Indonesia’s Ministry of Elementary and Secondary Education (Kemendikdasmen).

The Effect of Game-Based Learning via Kahoot and Quizizz on the Academic Achievement of Third Grade Primary School Students. (n.d.). Journal of Baltic Science Education.

The Effects of Personalized Gamification on Students’ Flow Experience, Motivation, and Enjoyment. (n.d.). Smart Learning Environments.

The Impact of Gamification Learning on Student Motivation in Elementary School Learning. (n.d.). Scientechno: Journal of Science and Technology.

The Impact of Using Duolingo in Enhancing Arabic Vocabulary Retention for Junior High School Students in Indonesia. (n.d.). Journal of Arabic Language Learning and Teaching.

Velarde-Camaqui, D., Celaya-Ramírez, R., Contreras-Fuentes, Y., & Sanabria-Z, J. (2024). Enhancing STEAM education through augmented reality: the EduAR open platform experience. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1391803

Villena-Taranilla, R., & Diago, P. D. (2025). Challenges and Implications of Virtual Reality in History Education: A Systematic Review. Applied Sciences, 15(10), 5589. https://doi.org/10.3390/app15105589

Vol. (2024). Vol.:(0123456789)Education and Information Technologies (2024) 29:6217–6239 https://doi.org/10.1007/s10639-023-12034-7 1 3 EFL learners’ motivation in a gamified formative assessment: The case of Quizizz Zhihui Zhang1 · Jenifer Crawford1 Received: 23 November 2022 / Accepted: 5 July 2023 / Published online: 31 July 2023 © The Author(s) 2023 Abstract Over the past few years, the world’s attention has been focused on gaming systems and their application in education through gamification, incorporating game fea- tures into learning tools. https://doi.org/10.1007/s10639-023-12034-7

Yang, J., Chen, Y.-L., Por, L. Y., & Ku, C. S. (2023). A Systematic Literature Review of Information Security in Chatbots. Applied Sciences, 13(11), 6355. https://doi.org/10.3390/app13116355

Zeng, J., Sun, D., Looi, K., Chun, A., & Fan, W. (2024). Exploring the impact of gamification on students ’ academic performance : A comprehensive meta- ­ analysis of studies from the year 2008 to 2023. August 2023, 2478–2502. https://doi.org/10.1111/bjet.13471

Published

2026-07-21

Issue

Section

Articles

How to Cite

Aulia, S. ., Fajar, M. D. ., & Hafidh, F. Y. . (2026). Transformasi Gamifikasi Pendidikan Dasar: Analisis Komparatif Gamifikasi Konvensional dan AI-Driven Gamification terhadap Motivasi dan Prestasi Belajar Siswa. Educational Journal, 1(4), 2507-2539. https://doi.org/10.63822/xfz5pw28