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All Journal TELKOMNIKA (Telecommunication Computing Electronics and Control) Jurnal Pengabdian Kepada Masyarakat (Indonesian Journal of Community Engagement) Jurnal CoreIT Syntax Literate: Jurnal Ilmiah Indonesia JPP IPTEK (Jurnal Pengabdian dan Penerapan IPTEK) Jurnal Nasional Komputasi dan Teknologi Informasi Jesya (Jurnal Ekonomi dan Ekonomi Syariah) TELEKONTRAN: Jurnal Ilmiah Telekomunikasi, Kendali dan Elektronika Terapan Majalah Ilmiah UNIKOM Infotronik : Jurnal Teknologi Informasi dan Elektronika JPKMI (Jurnal Pengabdian Kepada Masyarakat Indonesia) REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Jurnal Digit : Digital of Information Technology Journal of Computer, Electronic, and Telecommunication (COMPLETE) Jurnal Pengabdian Masyarakat Indonesia Asean Journal of Science and Engineering (AJSE) International Journal of Informatics, Information System and Computer Engineering (INJIISCOM) International Journal of Research and Applied Technology (INJURATECH) Jurnal Locus Penelitian dan Pengabdian IJCOSIN : Indonesian Journal of Community Service and Innovation Inkubis: Jurnal Ekonomi dan Bisnis Economics and Business Journal Eduvest - Journal of Universal Studies Jurnal Pengabdian Masyarakat Tekno ASEAN Journal for Science and Engineering in Materials Technologia Journal Big Data Analytics and Data Science Cyber Security and Network Management Jurnal Nasional Komputasi dan Teknologi Informasi Curricula: Journal of Curriculum Development Digital Multimedia and Visualization Technology
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Journal : digital multimedia and visualization technology

Toward a Lecturer-Centered Gamification Framework in Pedagogical Design in STEM Higher Education Popon Dauni; Zainal Arifin Hasibuan; Bobi Kurniawan; Wartika Wartika
Digital Multimedia and Visualization Technology Vol. 1 No. 2 (2026): June: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i2.391

Abstract

Gamification has been widely implemented in STEM based higher education to increase student engagement and motivation. However, the conceptual foundation is still dominated by a student-centered or system-centered approach. This study aims to examine the extent to which lecturer-centered perspectives are integrated in gamification-based STEM learning. By following the PRISMA 2020 protocol, a total of 1,321 initial documents were identified from the Scopus database. After going through a rigorous screening and feasibility assessment process, 97 peer-reviewed journal articles were evaluated, and only 11 studies (11.3%) demonstrated structured pedagogical modeling by explicitly placing lecturers as instructional designers. Bibliometric analysis revealed that the dominant themes revolved around gamification, student engagement, engineering education, and game-based learning, while instructional design and the role of lecturers were in a less central position in the main discourse. The thematic synthesis identifies four main dimensions, namely the digital competence of lecturers, the cognitive load in gamification design, the alignment of lecturer and student motivation, and the need for a systematic pedagogical design framework. These findings show a significant gap in the model that systematically guides lecturers in designing pedagogically aligned gamification in the STEM context. In response, this study proposes a conceptual framework of Lecturer-Centered Gamification (LCG) structured in pre-game, in-game, and post-game phases, emphasizing pedagogical intentionality, interaction design, and systematic evaluation. This study makes a theoretical contribution by repositioning the role of lecturers as the core of gamification architecture, as well as practical contributions as the foundation for the development of sustainable and scalable gamified learning designs in higher education.
Adaptive Gamification in Learning Management Systems: A Systematic Literature Review Wiyoga Baswardono; Bobi Kurniawan; Zainal Arifin Hasibuan; Sri Supatmi; Arvy N. Osma
Digital Multimedia and Visualization Technology Vol. 1 No. 2 (2026): June: Digital Multimedia and Visualization Technology
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/dimuvi.v1i2.408

Abstract

Digital transformation has positioned the Learning Management System (LMS) as the centerpiece of the higher education learning ecosystem. However, current conventional gamification implementations are still dominated by a static, "one-size-fits-all" approach, which often triggers gamification fatigue and a long-term decline in student motivation. This study aims to synthesize literature regarding the convergence between Artificial Intelligence (AI) and the Felder-Silverman Learning Style Model (FSLSM) in developing adaptive gamification within LMS. The research methodology employed is a Systematic Literature Review (SLR) based on the PRISMA protocol, combined with bibliometric analysis using VOSviewer on 31 selected articles ranging from 2021 to 2026. The results indicate a significantly increasing global publication trend, peaking in 2025. The knowledge structure in this domain is divided into two primary pillars: a pedagogical cluster focusing on motivation theory and a technical cluster emphasizing personalization algorithms and system architecture. The main findings confirm that AI and FSLSM integration allows an LMS to transform into a dynamic ecosystem capable of adjusting game elements in real-time based on student psychological profiles, thereby increasing active engagement and learning effectiveness. This research provides a strategic roadmap for educational technology developers to create more inclusive and personalized digital learning environments.