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Transforming Science Education through Gamification: A Systematic Analysis of Trends, Impacts, and Implications Zarror, Afif Fauzan; Sumaryati, Sri; Sukmawati, Fatma
Proceeding of International Conference on Biology Education, Natural Science, and Technology 2025: Proceeding of International Conference on Biology Education, Natural Science, and Technology
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

The increasing need for engaging and effective science education has prompted educators to explore alternative instructional strategies. Gamification, the integration of game elements into learning environments, has emerged as a promising approach to enhance student motivation, participation, and conceptual understanding. This study aims to systematically examine how gamification has been implemented in science education across diverse contexts and educational levels. A systematic literature review was conducted using a structured protocol to identify relevant open-access articles published between 2021 and 2025. A total of ten empirical studies were selected based on predetermined inclusion criteria. The results reveal four dominant forms of gamification: educational card games, scenario-based simulations, digital escape rooms, and serious games addressing contemporary science issues. These interventions were applied in various science disciplines, including chemistry, microbiology, anatomy, nutrition, and environmental education. The findings highlight positive cognitive, affective, social, and motivational impacts on learners. Despite challenges such as limited digital access and varying teacher readiness, gamification proves to be an adaptable and impactful pedagogical tool. This review concludes that gamification, when thoughtfully designed, supports meaningful science learning and fosters broader scientific literacy.
Needs Analysis for Designing Dynamic Game-Based Learning Media on Motion and Force in Junior High School Science Zarror, Afif Fauzan; Sumaryati, Sri; Sukmawati, Fatma
Indonesian Journal of Instructional Media and Model Vol 7 No 2 (2025): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v7i2.7274

Abstract

Understanding Motion and Force remains challenging for junior high school students, particularly due to the abstract and multi-representational nature of the concepts. This study aimed to systematically identify learning difficulties, learner characteristics, media usage patterns, and digital habits through the Define stage of the 4-D development model as the foundation for designing game-based learning media. A mixed-methods needs analysis was conducted using classroom observations, a teacher interview, and a questionnaire administered to 93 seventh-grade students. Triangulated findings reveal persistent conceptual difficulties, especially in interpreting motion graphs, distinguishing types of motion, and understanding Newton’s Second Law. Classroom instruction was dominated by teacher-centered practices and static media, which constrained visualization and increased cognitive load. Despite frequent daily smartphone use, students had limited exposure to digital or interactive tools. Nevertheless, 98.9% expressed strong interest in educational games, indicating high readiness for game-based learning environments. The synthesis of front-end, learner, and task analyses highlights critical representational needs, including dynamic visualizations, interactive manipulation of variables, scaffolded conceptual tasks, real-time feedback, and mobile-friendly accessibility. These results provide explicit design specifications that will guide the next stage of media development, ensuring that the resulting game-based learning tool aligns with students’ cognitive, pedagogical, and technological needs.
Dapatkah game digital menurunkan beban kognitif? Tinjauan sistematis dan meta-analisis pada pembelajaran matematika Kusumawardani, Seftia; Efendi, Agus; Sumaryati, Sri
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27331

Abstract

Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness remains a subject of debate. This research employs a Systematic Literature Review and meta-analysis to analyze 15 empirical studies. The primary objective is to evaluate the impact of DGBL on cognitive load, identify research trends, and determine the factors that moderate its effectiveness. The meta-analysis definitively demonstrates that DGBL has a significant and medium effect on reducing students' cognitive load in mathematics learning. Further analysis reveals that the type of mathematics content and game genre act as significant moderators. Specifically, DGBL exhibits superior effectiveness in reducing cognitive load with algebra and geometry material compared to arithmetic, percentages, patterns, number lines, and graphs. Moreover, simulation and puzzle genres prove more effective than role-playing and adventure genres. This research highlights the importance of carefully considering the selection of content and game genre when implementing DGBL to optimize the reduction of cognitive load in elementary schools. These findings provide valuable insights for educators and educational software developers in designing more effective learning interventions tailored to students’ needs.
PELATIHAN PROJECT BASED LEARNING BERBASIS WAYANG SEBAGAI UPAYA OPTIMALISASI PENDIDIKAN KARAKTER Supeni, Siti; Sumaryati, Sri; Handini, Oktiana
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 1 (2025): Februari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i1.28228

Abstract

Abstrak: Pendidikan karakter merupakan sebuah upaya penting yang dilakukan dalam rangka mempersiapkan peserta didik yang siap menghadapi perubahan yang terjadi. Fasilitasi pendidikan melalui pembelajaran proyek dapat memantik kreatifitas guru dalam merancang pembelajaran. Berangkat dari permasalahan ini, diperlukan pelatihan dan pendampingan menyusun perangkat pembelajaran sekaligus implementasi pembelajaran berbasis proyek dengan memanfaatkan karakter wayang. Metode pelaksanaan kegiatan adalah pelatihan dan pendampingan kepada 25 guru SD di Surakarta. Hasil dari kegiatan ini adalah meningkatnya kompetensi guru dalam merancang perangkat pembelajaran berbasis proyek dengan memanfaatkan wayang sebagai media penokohan karakter.Abstract: Character education is an important effort made in order to prepare students who are ready to face the changes that occur. Educational facilitation through project learning can spark teachers' creativity in designing learning. Departing from this problem, training and assistance are needed to prepare learning tools as well as the implementation of project-based learning by utilizing puppet characters. The method of implementing the activity is training and mentoring to 25 elementary school teachers in Surakarta. The result of this activity is an increase in teachers' competence in designing project-based learning tools by utilizing puppets as a character building medium.
Prevention of Bullying Behavior Tendencies Among Adolescents in Surakarta City Rejekiningsih, Triana; Sumaryati, Sri; Sari, Dewi Ika; Ariana, Yudi
Jurnal Ilmiah Pendidikan Pancasila dan Kewarganegaraan Vol 10, No 2 (2025): Juli 2025
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um019v10i2p%p

Abstract

The purpose of this study is to analyze the forms of bullying, influencing factors, and efforts to address bullying among students. This study used a mixed methods approach, combining qualitative and quantitative approaches. The results indicate that the most common forms of bullying among students are verbal bullying, cyberbullying, and physical bullying. Verbal bullying has a relatively high prevalence rate of 22.1 percent to 59.4 percent, cyberbullying has a moderate prevalence rate of 23.2 percent to 37.4 percent, and physical bullying has a low prevalence rate of 10 percent to 16.1 percent. Bullying among students is influenced by two factors: psychosocial factors, including emotional regulation and empathy, and social environmental factors, including peer pressure, interaction culture, and digital ethics. Prevention and handling of bullying at the school level can be achieved through several strategies: internalizing anti-bullying attitudes through character education, strengthening reporting and monitoring systems, and cross-sector collaboration to address bullying.
Co-Authors - Artianningsih - Ngadiman - Siswandari - Sukirman - Susilaningsih - Susilawati ., Jaryanto ., Sudiyanto Agiel Puji Damayanti Agus Efendi Anitah Diah Mawarni, Anitah Diah Anna Puji Rahayu Anna Yahya Anna, Jesica Martogi Anugrawati, Marina Ari Wibowo Ariana, Yudi Arif Budianto Arifuddin Fathoni Aris Fita Bayu Arnelis Djalil Asri Diah Susanti Binti Muchsini Cut Misni Mulasiwi Damayanti, Lutfiah Endah Dewi Ika Sari Dewi Puspita Sari Dini Oktoria Djono Djono Dwi Hastuti Eka Fitriana Elvia Ivada Fahrunisa, Liana Fatma Sukmawati, Fatma Fina Oktafiani Fitri Sita Pambudi Fitria Novitasari Gunahardi Handini, Oktiana Joharistima, Kalila Rahma Kurniati, Kiki Kusuma, Alfiana Rosita Laras Kusumawardani, Seftia Laili Faiza Ulfa Leny Noviani Leo Agung S Lies Nurhaini Linda Erviyana Luthfi Isna Nur Aini, Luthfi Isna Nur M Rosyid Ali Ridho, M Rosyid Ali Masruri, Muhammad Agil Mufti Zahroh Latifah Auladana Muhtar Muhtar Ngadiman ., Ngadiman Novi Tri Angga Nurhasan Hamidi Oktaviana, Charisma Nur Permatasari, Sinta Dewi Prajanti Kusuma Ningrum Pujiastuti, Royani Puspitasari, Lia Pebriana Qodr, Taufiq Subhanul Rahmawati, Lisa Kartika Reda Taradipa Retno Kadarsih Rini Asnawati Rio Wahyudi Rita Nurhamsah, Rita Rizki Rahmawati, Rizki Safirah, Dina Saharsini, Astuning Sari, Damar Fatika Selano, Yohanes Parsaoran Seto, Bayu Sigit Santosa Sigit Santosa Sigit Santoso Siswandari *, Siswandari Siswandari - Siswandari Siswandari, Siswandari Siti Supeni Sohidin Sohidin, Sohidin Sri Witurachmi Sudiyanto -, Sudiyanto Sudiyanto Sudiyanto Sudiyanto Sudiyanto Sunardi Susanti, Asri Diah Susilaningsih *, Susilaningsih Susilaningsih - Susilaningsih Susilaningsih, Susilaningsih Sutimin, Leo Agung Tiarani, Mukhamad Khasan Triana Rejekiningsih dkk Ulkhafid, Jihan Anisak Wahyu Adi Wiedy Murtini Yola Firiana Yuniarti, Tuti Zarror, Afif Fauzan