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Analisis Pemetaan Fitur Educaplay Berdasarkan Unsur Gamifikasi  dalam Mendukung Desain Pembelajaran Digital Ayu Rulyani; Mhd. Ihsan Syahaf Nasution; Rivie Selvianti; Putri Harapani Berutu; Henti Putriani Hasibuan; Wenti Susanti
CARONG: Jurnal Pendidikan, Sosial dan Humaniora Vol. 3 No. 4 (2026): October, Education, Social Transformation, and Humanities in the Digital Era
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/k1dn0w29

Abstract

Digital transformation encourages the use of interactive learning media to create engaging and meaningful learning experiences. Educaplay, as a game-based learning platform, provides a variety of features that have the potential to support the application of gamification in digital learning. This research aims to map Educaplay's features based on Karl Kapp's gamification elements and identify its potential in supporting digital learning design. The research uses a descriptive qualitative approach with qualitative content analysis methods. Data were collected through non-participatory observation, documentation, and literature study, then analyzed deductively through coding and categorization processes. The research results show that the 20 features of Educaplay include elements of goals, rules, feedback, reward, time, aesthetics, challenge, and replay, while levels, storytelling, and competition/cooperation are more dependent on the educator's design. The main findings of the research affirm that Educaplay is not a finished gamification design, but rather a platform that provides mechanisms to build gamified learning experiences. The role of educators remains a crucial factor in determining objectives, rules, levels of challenge, context, activity sequences, forms of rewards, and feedback strategies. Therefore, the selection of Educaplay features should be based on the alignment between gamification elements and learning objectives, rather than solely on gameplay or visual appeal