Abdul Haq Habibur Rohman
Universitas Sunan Gresik

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Gamifikasi Digital dan Teknologi Permainan Berbasis Gerak untuk Kesadaran Gerak Anak Usia Sekolah Dasar: Systematic Literature Review Abdul Haq Habibur Rohman; Sabar Sabar; Ika Fitriyah Tyastuti
Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan  Vol. 4 No. 4 (2026): Oktober: Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pragmatik.v4i4.3096

Abstract

Movement awareness in primary school children involves more than the ability to perform physical activities; it also includes understanding the importance of movement, self-monitoring, perceived competence, and reflection on movement experiences. This systematic literature review aimed to map evidence published between 2021 and 2025 on the contribution of digital gamification and movement-based game technologies to movement awareness and related outcomes among primary school-aged children. The review followed the PRISMA 2020 principles and identified nine independent studies that met the inclusion criteria. Methodological quality and risk of bias were assessed using the JBI Critical Appraisal Tools according to study design. The synthesis indicates that digital gamification and movement-based game technologies, particularly through exergaming, wearable-based applications, and interactive environments, have the potential to support engagement, motivation, physical activity, and selected fitness and motor-skill outcomes. However, direct evidence of improvements in movement awareness or physical literacy remains limited. Heterogeneity in intervention characteristics, technologies, duration, study designs, and outcomes led to a narrative synthesis without meta-analysis. The findings suggest that technology-supported movement interventions are more likely to support movement awareness when they integrate meaningful goals, feedback, self-monitoring, reflection, age appropriateness, accessibility, user comfort, teacher involvement, and data privacy.