GAMIFICATION FOR CLASSROOM INTERACTION
DOI:
https://doi.org/10.23969/jp.v11i02.55608Keywords:
Gamification, classroom interaction, student engagement, learning motivation, educational technologyAbstract
Gamification has become one of the innovative approaches in education to improve classroom interaction and student engagement. This study discusses the implementation of gamification in classroom learning activities and its impact on students’ motivation, participation, and collaboration. Gamification refers to the application of game elements such as points, badges, rewards, leaderboards, and challenges in non-game contexts, especially in education. The method used in this paper is descriptive qualitative through literature review and observation of classroom learning activities. The findings indicate that gamification can create a more interactive and enjoyable learning environment. Students become more active in discussions, more enthusiastic in completing assignments, and more cooperative in group activities. In addition, gamification also helps teachers manage classroom interaction effectively by increasing students’ attention and reducing boredom during learning sessions. However, challenges such as limited technological facilities and teachers’ lack of understanding of gamification strategies may hinder its implementation. Therefore, teachers need proper preparation and creativity in integrating gamification into classroom learning. Overall, gamification provides positive contributions to improving classroom interaction and learning experiences.
Downloads
References
Al-Malki, M. (2021). Vocabulary List Learning Supported by Gamification: Classroom Action Research Using Quizlet. ResearchGate. https://researchgate.net
Ariyanti Nurningtias, R., & Majid, N. W. A. (2022). Gamifikasi Sebagai Peningkatan Pengetahuan dan Partisipasi Siswa Sekolah Dasar. Jurnal Pemikiran Dan Penelitian Pendidikan Matematika (JP3M), 5(2), 60–69. https://doi.org/10.36765/jp3m.v5i2.523
Duggal, K., Gupta, L. R., & Singh, P. (2021). Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning. Mathematical Problems in Engineering, 2021. https://doi.org/10.1155/2021/9922775
Garcia, M., & Lopez, R. (2024). Impact of Gamification on School Engagement: A Systematic Review. ResearchGate. https://www.researchgate.net/publication/386530800_Impact_of_gamification_on_school_engagement_a_systematic_review
Hidayat, T., & Lestari, S. (2024). Using Gamification in Education: Strategies and Impact. ResearchGate. https://researchgate.net
Kumar, A., & Patel, S. (2025). The Effectiveness Of Gamification in Enhancing Student Engagement In Science Learning. ResearchGate. https://www.researchgate.net/publication/389605544_The_Effectiveness_Of_Gamification_in_Enhancing_Student_Engagement_In_Science_Learning
Mohamad Diyan Romadoni, Achmat Mubarok, Muhammad Nur Hadi, & M. Jamhuri. (2025). Implementasi Media Pembelajaran Gamifikasi Quizizz Pada Materi Pendidikan Agama Islam Dalam Meningkatkan Motivasi Dan Interaksi Siswa SMK Ar-Roudhoh Beji Pasuruan. Al-Abshor : Jurnal Pendidikan Agama Islam, 2(1), 83–93. https://doi.org/10.71242/phryvc37
Muharram, M. R. W., & Widani. (2021). Gamifikasi Dalam Pembelajaran Matematika Melalui Productive Struggle Sebagai Solusi Pembelajaran Selama Pandemi. Journal of Elementary Education, 04(02), 266–277.
Poon, K., & Ng, C. (2022). Gamification in Everyday Classrooms: Observations From Schools in Hong Kong. ResearchGate. https://researchgate.net
R, A. A. W., Fauzi, I. J., & Kumara, H. A. (2025). Implementasi Gamifikasi sebagai Strategi Pembelajaran Sejarah Untuk Meningkatkan Keterlibatan Sosial dan Pemahaman Siswa dalam Konteks Zone of Proximal Development. Jurnal Wahana Pendidikan, 12(1), 109–122.
Rahman, F., & Ismail, H. (2024). Gamification in English as Second Language (ESL) Learning: A Systematic Review. ResearchGate. https://researchgate.net
Ram, Y. (2026). The Impact of Gamification on Student Engagement and Learning Outcomes. ResearchGate. https://www.researchgate.net/publication/391699885_The_Impact_of_Gamification_on_Student_Engagement_and_Learning_Outcomes
Sailer, M., & Sailer, M. (2021). Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948
Sari, R., & Hartono, R. (2025). Gamification-Based Emotional Connectivity Model for Enhancing Classroom Interaction Management. Managere: Journal of Educational Management. https://serambi.org
Smith, J., & Doe, A. (2025). Gamification in Education: Its Impact on Engagement, Motivation, and Learning Outcomes. ResearchGate. https://www.researchgate.net/publication/394554558_Gamification_in_Education_Its_Impact_on_Engagement_Motivation_and_Learning_Outcomes
Zhang, X., & Lee, Y. (2024). Gamification in Collaborative Learning: Synthesizing Evidence Through Meta-Analysis. ResearchGate. https://www.researchgate.net/publication/389000246_Gamification_in_collaborative_learning_synthesizing_evidence_through_meta-analysis
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.