Ensiklopedia Research and Community Service Review
Vol 5, No 3 (2026): Vol. 5 No. 3 Juni 2026

PENGARUH GAME-BASED LEARNING TERHADAP PRESTASI BELAJAR SISWA DI PENDIDIKAN VOKASI: TINJAUAN PUSTAKA SISTEMATIS (2021–2026)

Danil Oktaviansyah (Program Studi Pendidikan Teknik Otomotif, Departemen Teknik Otomotif, Fakultas Teknik, Universitas Negeri Padang)
Donny Fernandez (Program Studi Pendidikan Teknik Otomotif, Departemen Teknik Otomotif, Fakultas Teknik, Universitas Negeri Padang)
Hasan Maksum (Program Studi Pendidikan Teknik Otomotif, Departemen Teknik Otomotif, Fakultas Teknik, Universitas Negeri Padang)
Wagino Wagino (Program Studi Pendidikan Teknik Otomotif, Departemen Teknik Otomotif, Fakultas Teknik, Universitas Negeri Padang)



Article Info

Publish Date
09 Jun 2026

Abstract

Abstract: Learning achievement in vocational education remains a persistent concern, as conventional teacher-centred instruction often fails to engage students or to build cognitive, affective, and psychomotor competence in technical subjects. Game-Based Learning (GBL) is increasingly proposed as an innovative model to raise motivation and achievement; however, syntheses that map how GBL affects learning achievement specifically in vocational and technical education remain scarce. This Systematic Literature Review (SLR) synthesises Scopus-indexed studies (2021–2026) on the effect of Game-Based Learning and gamification on student learning achievement, motivation, and engagement in vocational and technical education. Following PRISMA 2020 guidelines, an initial Scopus search via Publish or Perish (PoP) version 8 was conducted; records were screened for the 2021–2026 window and topical relevance, and the core studies were retained for qualitative thematic synthesis, complemented by VOSviewer keyword co-occurrence mapping. This article reports the introduction, literature review, research questions, and method; results and discussion will be completed after metadata retrieval in PoP. The review is expected to clarify the magnitude and direction of GBL effects across cognitive, affective, and psychomotor domains, the dominant game platforms (including Kahoot), and the research gap regarding GBL in vocational practical subjects.Keywords: Game-Based Learning; Gamification; Learning Achievement; Vocational Education; Kahoot; Systematic Literature Review; PRISMA 2020.

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Journal Info

Abbrev

erw

Publisher

Subject

Civil Engineering, Building, Construction & Architecture Computer Science & IT Electrical & Electronics Engineering Mechanical Engineering Social Sciences Other

Description

Ensiklopedia Research and Community Service Review adalah merupakan Jurnal Penelitian dan Kajian Ilmiah serta Pegabdian kepada Masyarakat yang diterbitkan Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia yang terbit 3 (tiga) kali dalam setahun yakni di bulan Oktober, Februari dan ...