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THE IMPACT OF GAMIFICATION ON STUDENT ENGAGEMENT AND RETENTION: INSIGHTS FROM A SYSTEMATIC LITERATURE REVIEW Dewi, Siti Karunia; Khoiriyah, Malika; Aida, Nur; Aniyah, Aniyah; Surur, Miftahus
Journal on Research and Review of Educational Innovation Vol 2 No 3 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v2i2.1597

Abstract

In the digital era, technology in learning has become a fundamental need to improve the quality of teaching and learning. One innovative approach that can increase student motivation, engagement, and knowledge retention is learning gamification. This study aims to explore the impact of using gamification on student retention through the Systematic Literature Review (SLR) method. A total of 20 articles from scientific journals published in the 2020-2024 period were systematically analyzed based on journal quality criteria (Quality Assessment), including topic relevance, the impact of using gamification, and the correlation between gamification and student retention. The results of the analysis show that gamification positively affects student knowledge retention. So that teachers can develop learning by integrating gamification elements into learning to create a more enjoyable, competitive, and practical learning experience.
Enhancing informatics learning through android-based interactive media: A development study with the ADDIE model Dewi, Siti Karunia; Surur, Miftahus; Jaya, Firman
Asatiza: Jurnal Pendidikan Vol. 6 No. 3 (2025): Asatiza: Jurnal Pendidikan
Publisher : STAI Auliaurrasyidin Tembilahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46963/asatiza.v6i3.2822

Abstract

Initial observations in Grade X Informatics classes at SMA Negeri 1 Panji identified a significant pedagogical challenge: low student motivation and engagement, largely due to the perceived complexity of the subject matter. To address this issue, Android-based learning media was proposed as an innovative solution, leveraging its ability to present content dynamically through integrated multimedia elements such as images, videos, animations, and interactive quizzes. This research and development (R&D) study aimed to design and implement such media to increase student participation, improve conceptual understanding, and create a more interactive learning environment. The development process followed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Data were collected from 19 Grade X students, one subject teacher (serving as a material expert), and a media expert (holding a Master’s degree in Computer Science). Results indicated that the developed Android-based interactive learning media, named "Bitnesia," is highly suitable for educational use. This conclusion is supported by outstanding validation outcomes, with media expert, material expert, and student effectiveness tests all scoring ≥90%. The study affirms that a well-designed learning media application can significantly contribute to a stimulating and effective Informatics learning experience.