Systematic Literature Review: Pemanfaatan Gamifikasi Digital Untuk Meningkatkan Kualitas Pembelajaran
Abstract
Penelitian ini bertujuan untuk menganalisis secara sistematis pemanfaatan gamifikasi digital dalam meningkatkan kualitas pembelajaran berdasarkan studi-studi empiris yang dipublikasikan antara tahun 2020-2025. Metode systematic literature review digunakan dengan mengikuti protokol PRISMA 2020. Pencarian literatur dilakukan pada database elektronik dengan kata kunci "gamifikasi digital", "pembelajaran", "pendidikan", dan "kualitas pembelajaran". Dari 150 artikel yang diidentifikasi awal, 45 studi memenuhi kriteria inklusi untuk dianalisis lebih lanjut. Hasil menunjukkan bahwa implementasi gamifikasi digital dalam pembelajaran mengalami peningkatan signifikan sejak pandemi COVID-19, dengan fokus utama pada peningkatan motivasi belajar (78% studi), keterlibatan siswa (65% studi), dan hasil belajar (58% studi). Metode gamifikasi yang paling efektif meliputi sistem poin dan lencana (87% studi), papan peringkat (72% studi), dan tantangan berbasis quest (63% studi). Dampak positif gamifikasi digital terhadap motivasi intrinsik siswa dilaporkan pada 82% studi, dengan peningkatan rata-rata engagement sebesar 34%. Tantangan utama implementasi meliputi kompleksitas desain (45% studi), keterbatasan infrastruktur teknologi (38% studi), dan resistensi pengguna (27% studi). Kesimpulan menunjukkan bahwa gamifikasi digital efektif meningkatkan kualitas pembelajaran ketika diimplementasikan dengan desain yang tepat dan dukungan teknologi memadai.
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