Bambang Subali
Program Studi Magister Pendidikan Dasar, Sekolah Pascasarjana, Universitas Negeri Semarang

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Tren Penggunaan Game Edukatif Berbasis Website untuk Meningkatkan Hasil Belajar: A Systematic Literature Review (2021-2025) Unsa Sabrina; Bambang Subali; Ellianawati; Decky Avrilianda
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 3 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Agustus 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i3.6535

Abstract

This study aims to examine bibliometric publication trends, platform characteristics, and and the impact of web-based educational games on student learning outcomes through a Systematic Literature Review (SLR). Adapting the PRISMA guidelines, this study selected 44 relevant articles from academic databases covering the period 2021–2025. Bibliometric mapping analysis using VOSviewer revealed a sharp upward trend in publications, peaking in 2025, with studies predominantly originating from Indonesia. Regarding platform characteristics, this study found that educators tend to utilise ready-to-use practical templates such as Wordwall. Meanwhile, custom development is frequently chosen to adapt complex materials such as science concept simulations (IPAS) and mathematical problem-solving. Empirically, the literature review confirms that the use of web-based educational games has a positive and significant impact on improving students’ cognitive learning outcomes and learning motivation. This improvement is driven by gamification elements, which have proven effective in transforming abstract concepts into concrete visualisations and interactive learning experiences. In conclusion, web-based educational games are highly effective as a primary pedagogical tool in creating an innovative, student-centred learning environment, and are recommended for structured integration into the primary school curriculum.
Digital Storytelling For Enjoyable and Effective Learning in the Technological Era (2020–2025): Digital Storytelling Untuk Pembelajaran Yang Menyenangkan Dan Efektif Di Era Teknologi Periode 2020-2025 Hayu Ratih Puspitasari; Nuni Widiarti; Bambang Subali
Pedagogia : Jurnal Pendidikan Vol. 14 No. 2 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pedagogia.v14i2.1905

Abstract

Digital transformation in education has led to the development of more interactive and engaging learning methods. One strategy gaining momentum is digital storytelling, which delivers content through visual and narrative-based technologies. This article qualitatively examines digital storytelling’s role in enhancing learning effectiveness and engagement from 2020 to 2025, based on recent research findings. Through a literature review approach, it explores the use of digital media such as flipbooks, animated videos, and web-based storytelling tools. These media have been shown to improve students’ reading interest, idea articulation, conceptual understanding, critical thinking, and media literacy in elementary education. The findings suggest that combining technology with storytelling creates a more meaningful, multimodal learning experience aligned with the demands of 21st-century education. Theoretically, this approach supports the development of adaptive, contextual digital narrative-based learning. Practically, successful implementation requires improved teacher competence and curriculum adaptation to technological developments. A limitation of this study is the lack of direct empirical evidence from classroom applications, as the analysis relies entirely on secondary data. In conclusion, digital storytelling is a relevant and effective approach for tackling modern educational challenges and should be further developed to enrich learning practices in elementary schools. Highlights: Boosts Skills: Improves reading, thinking, and media literacy. Engaging Format: Uses visuals and stories for richer learning. Needs Support: Requires trained teachers and tech-ready curriculum. Keywords: Digital Storytelling, Interactive Learning Media, Educational Transformation, 21st Century Skills, Educational Technology