SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan
Vol. 3 No. 2 (2026): Juni | SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan

Peran Media 3D Interaktif Berbasis Gamifikasi Terhadap Hasil Belajar Peserta Didik Sekolah Dasar: Systematic Literature Review

Adila Naswa Kurniardi (Universitas Islam Negeri Raden Intan Lampung, Indonesia)
Chairul Amriyah (Universitas Islam Negeri Raden Intan Lampung, Indonesia)
Yudesta Erfayliana (Universitas Islam Negeri Raden Intan Lampung, Indonesia)



Article Info

Publish Date
27 Jun 2026

Abstract

Technology-based learning media has increasingly become an alternative for improving the quality of learning in elementary schools. This systematic literature review aims to synthesize empirical findings on the role of gamification-based interactive 3D media in improving elementary school students' learning outcomes, identify factors that support or hinder its effectiveness, and formulate an implementation framework for classroom learning. The study adapted the PRISMA 2020 and PRISMA-S guidelines to guide literature identification, screening, eligibility assessment, and inclusion. Article searches were conducted through Scopus, Google Scholar, Crossref, and Semantic Scholar using keywords related to interactive 3D media, gamification, learning outcomes, student engagement, and elementary schools. Of the 2,997 records initially identified, 8 core studies met the inclusion criteria and were analyzed thematically. The synthesis shows that gamification-based interactive 3D media contributes positively to students' cognitive, affective, and skills-based learning outcomes by improving motivation, engagement, conceptual understanding, retention, and meaningful learning experiences. The effectiveness of this media is influenced by visual design quality, relevant game elements, teacher readiness, student digital literacy, and the availability of technological infrastructure. However, limited devices, uneven access to technology, low digital literacy, and the complexity of media development remain important barriers. This review concludes that gamification-based interactive 3D media can support innovative elementary learning when its design is pedagogically aligned, accessible, and accompanied by teacher readiness and adequate school infrastructure.

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Journal Info

Abbrev

sakalima

Publisher

Subject

Religion Humanities Economics, Econometrics & Finance Education Environmental Science Social Sciences

Description

SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan is a peer-reviewed journal dedicated to the publication of high-quality research and community service outcomes in the field of education and community empowerment. All publications in SAKALIMA are freely accessible, ensuring that articles are ...