Indonesian Technology and Education Journal
Vol 4 No 2 (2026): Agustus

Development of Gamification-Based E-Learning Media in a Blended Learning Model to Enhance High School Students’ Motivation in Learning Probability

Karindha Feka Ayu (Universitas Lampung)
Muhammad Nurwahidin (Universitas Negeri Lampung)
Dina Martha Fitri (Universitas Negeri Lampung)
Dwi Yulianti (Universitas Negeri Lampung)



Article Info

Publish Date
03 Aug 2026

Abstract

This study aims to develop gamification-based e-learning media within a blended learning model and examine whether it is associated with higher high school students' motivation to learn probability compared to conventional instruction. Despite the documented potential of digital learning technologies, a critical gap remains regarding how structured gamification combined with blended delivery can address persistently low motivation in probability learning, a topic widely perceived as abstract by students. Using the ADDIE development model and a quasi-experimental, posttest-only design (n = 36 per group), this study compared the post-intervention motivation scores of students learning through gamified interactive videos on Google Classroom versus those taught through conventional lecture methods. Data were collected using a validated Likert-scale motivation questionnaire (Cronbach's alpha = 0.87) and analyzed using an independent samples t-test. The experimental group achieved a significantly higher mean motivation score (M = 84.02, SD = 5.62) compared to the control group (M = 74.68, SD = 6.25), with t(70) = 6.67, p < 0.001, and a large effect size (Cohen's d = 1.57). These findings indicate that the gamified blended learning group demonstrated significantly higher post-intervention motivation than the conventional group, suggesting that integrating gamification elements including points, badges, leaderboards, and immediate feedback within a blended learning approach is associated with higher student motivation in probability learning. The novelty of this study lies in the systematic development and empirical validation of a gamified blended learning environment tailored specifically for probability topics at the senior high school level.

Copyrights © 2026






Journal Info

Abbrev

ITEJ

Publisher

Subject

Computer Science & IT Education

Description

This journal publishes research articles on various innovations in education and technology that are interesting and have an impact on the development of education and technology. The journal publishes articles on interdisciplinary content and cross-field dimensions related to technology development ...