Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Vol. 4 No. 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi

Implications of Gamification for Student Learning Motivation: Meta-Analysis Study

Emilzoli, Mario (Unknown)
Hernawan, Asep Herry (Unknown)
R. Nadia, Hanoum (Unknown)
Rullyana, Gema (Unknown)
Saidah, Zahrani Putri (Unknown)
Susanti, Lia (Unknown)
Gifari, Muhamad Kosim (Unknown)



Article Info

Publish Date
31 Dec 2025

Abstract

Background of the study: Gamification is increasingly applied in education to stimulate engagement and motivation, yet empirical findings on its effectiveness remain mixed.Aims: This study aims to determine the overall effect of gamification on students’ learning motivation and to examine whether education level, sample size, and publication year moderate this effect.Methods: A meta-analysis was conducted using Scopus-indexed journal articles published between 2015–2024. Studies were included if they reported motivation outcomes with sample size, mean, and standard deviation. Effect sizes (Hedges’ g) were calculated and synthesized using a random-effects model with OpenMEE.Results: Twenty-five articles (26 outcomes) met the criteria. Gamification demonstrated a significant and very strong overall effect on learning motivation (ES = 1.061). Moderator analysis showed stronger effects at the senior high school level, while the influences of sample size and publication year were comparatively smaller.Conclusion: Gamification substantially enhances students’ learning motivation compared with non-gamified approaches. These results support the careful and contextual integration of gamified elements in teaching to optimize learner engagement and instructional quality.

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Journal Info

Abbrev

jentik

Publisher

Subject

Computer Science & IT Education Other

Description

Jurnal Pendidikan Teknologi Informasi dan Komunikasi (JENTIK) with ISSN 2963-1963. is a journal managed by CV Media Inti Teknologi. Publish articles on community service activities in the fields of education, design, development, assessment, model, Technology, e-learning, Blended Learning, MOOCs, ...