Journal of Bio-Creaducation
Vol 2, No 2 (2025): December

The application of gamification to learning outcomes and motivation of biology students: A literature review

Kartika, Nabila Amalia (Unknown)
Azzam, Muhammad Naufal (Unknown)
Urrahmah, Noor Syifa (Unknown)
Nurhidayah, Nurhidayah (Unknown)
Raihanum, Siti (Unknown)



Article Info

Publish Date
13 Oct 2025

Abstract

Scientific concepts in high school biology are abstract and complex, so they require a deep understanding from students. However, in reality, many schools still use conventional learning methods that are less interactive, such as lectures, causing low learning outcomes and student motivation. The solution provided is the application of gamification learning methods. This study aims to examine the relationship between the application of gamification as a whole to student learning outcomes and motivation in learning Biology. The research method used was systematic literature review by collecting data from various relevant articles, proceedings, and research reports published in 2020-2024 through the Google Scholar database. Data collection was carried out during the research period, which took place from July 26-July 29, 2025 then the data was analyzed descriptively using content analysis techniques. The results showed that the trend of gamification research in Biology learning increased significantly in 2020-2024, with a peak of publications in 2024. From the 10 selected articles, gamification was proven effective in improving learning outcomes, motivation, and student engagement, thus having a positive impact on the cognitive, affective, and participatory aspects of Biology learning. The application of gamification, both as a media and learning method, not only improves cognitive achievement, but also increases students' active involvement and participation in the Biology learning process.Abstrak. Konsep-konsep ilmiah dalam Biologi SMA bersifat abstrak dan kompleks, sehingga membutuhkan pemahaman yang mendalam dari peserta didik. Namun, kenyataannya banyak sekolah masih menggunakan metode pembelajaran konvensional yang kurang interaktif, seperti ceramah, sehingga menyebabkan rendahnya hasil belajar dan motivasi siswa. Solusi yang diberikan adalah penerapan metode pembelajaran gamifikasi. Penelitian ini bertujuan untuk mengkaji keterkaitan penerapan gamifikasi secara menyeluruh terhadap hasil dan motivasi belajar siswa dalam pembelajaran Biologi. Metode penelitian yang digunakan systematic literature review dengan mengumpulkan data dari berbagai artikel, prosiding, dan laporan penelitian yang relevan yang diterbitkan pada tahun 2020-2024 melalui database Google Scholar. Pengumpulan data dilakukan selama periode penelitian, yang berlangsung mulai 26 Juli-29 Juli 2025 kemudian data dianalisis secara analisis deskriptif dengan menggunakan teknik content analysis. Hasil menunjukkan tren penelitian gamifikasi dalam pembelajaran Biologi meningkat signifikan pada 2020–2024, dengan puncak publikasi pada 2024. Dari 10 artikel terpilih, gamifikasi terbukti efektif meningkatkan hasil belajar, motivasi, dan keterlibatan siswa, sehingga berdampak positif pada aspek kognitif, afektif, dan partisipatif pembelajaran Biologi. Penerapan gamifikasi, baik sebagai media maupun metode pembelajaran tidak hanya meningkatkan capaian kognitif, tetapi juga meningkatkan keterlibatan dan partisipasi aktif siswa dalam proses pembelajaran Biologi.

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Journal Info

Abbrev

bioco

Publisher

Subject

Education Other

Description

Journal of Bio-Creaducation is an open access journal managed by the Biology Education Study Program, Lambung Mangkurat University, Banjarmasin. This journal with the abbreviation BIOCO publishes scientific articles on research results, critical analysis, and in-depth scientific studies on current ...