CARONG: Jurnal Pendidikan, Sosial dan Humaniora
Vol. 3 No. 4 (2026): October, Education, Social Transformation, and Humanities in the Digital Era

Analisis Pemetaan Fitur Educaplay Berdasarkan Unsur Gamifikasi  dalam Mendukung Desain Pembelajaran Digital

Ayu Rulyani (Universitas Negeri Medan)
Mhd. Ihsan Syahaf Nasution (Universitas Negeri Medan)
Rivie Selvianti (Universitas Negeri Medan)
Putri Harapani Berutu (Universitas Negeri Medan)
Henti Putriani Hasibuan (Universitas Negeri Medan)
Wenti Susanti (Universitas Islam Negeri Sumatera Utara)



Article Info

Publish Date
03 Oct 2026

Abstract

Digital transformation encourages the use of interactive learning media to create engaging and meaningful learning experiences. Educaplay, as a game-based learning platform, provides a variety of features that have the potential to support the application of gamification in digital learning. This research aims to map Educaplay's features based on Karl Kapp's gamification elements and identify its potential in supporting digital learning design. The research uses a descriptive qualitative approach with qualitative content analysis methods. Data were collected through non-participatory observation, documentation, and literature study, then analyzed deductively through coding and categorization processes. The research results show that the 20 features of Educaplay include elements of goals, rules, feedback, reward, time, aesthetics, challenge, and replay, while levels, storytelling, and competition/cooperation are more dependent on the educator's design. The main findings of the research affirm that Educaplay is not a finished gamification design, but rather a platform that provides mechanisms to build gamified learning experiences. The role of educators remains a crucial factor in determining objectives, rules, levels of challenge, context, activity sequences, forms of rewards, and feedback strategies. Therefore, the selection of Educaplay features should be based on the alignment between gamification elements and learning objectives, rather than solely on gameplay or visual appeal

Copyrights © 2026






Journal Info

Abbrev

carong

Publisher

Subject

Religion Computer Science & IT Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Social Sciences

Description

CARONG: Jurnal Pendidikan, Sosial dan Humaniora menerbitkan artikel bidang: (1) Pendidikan: Pendidikan dan Pembelajaran, Pendidikan Karakter, Pendidikan Inklusi, Kurikulum Pendidikan. (2) Sosial: Ekonomi, Sosiologi, Psikologi, Sosial, Budaya, Antropologi. (3) Humaniora: Sastra, Sejarah, Bahasa, ...