Vol. 11 No. 6 (2025): June
Open Access
Peer Reviewed

Analysis of the Influence of Gamification Based Digital Learning Media on Students' Learning Interests Evolution

Authors

DOI:

10.29303/jppipa.v11i6.11114

Published:

2025-06-25

Downloads

Abstract

This study aims to analyze the effect of gamification based digital learning media on interest in learning evolution in increasing students' learning motivation. This study uses a quantitative quasi-experimental approach with a nonequivalent control group design. This study consists of three types of variables, gamification based digital learning media, interest in learning evolution, student characteristics. The study population and sample students in class XI IPA SMA Muhammadiyah 01  Surakarta. The results of the study showed a significant increase in learning interest in the experimental group compared to the control group. After being given certain treatments, the experimental group showed a much higher average posttest score, which was 85.13, while the control group only reached 71.45. This indicates that the treatment given to the experimental group succeeded in significantly increasing their learning interest. All indicators used to measure learning interest, such as attention, relevance, self-confidence, and satisfaction, also showed a higher increase in the experimental group. Research proves that digital technology and gamification mechanisms can effectively overcome learning challenges in abstract materials such as evolution. This makes a substantive contribution to building bridges between gamification theory, educational technology, and biology learning practices.

Keywords:

Biology learning, Digital technology, Evolution, Gamification mechanisms

References

Adkins-Jablonsky, S. J., Shaffer, J. F., Morris, J. J., England, B., & Raut, S. (2021). A Tale of Two Institutions: Analyzing the Impact of Gamified Student Response Systems on Student Anxiety in Two Different Introductory Biology Courses. CBE—Life Sciences Education, 20(2), ar19. https://doi.org/10.1187/cbe.20-08-0187

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

Denden, M., Tlili, A., Chen, N.-S., Abed, M., Jemni, M., & Essalmi, F. (2024). The role of learners’ characteristics in educational gamification systems: A systematic meta-review of the literature. Interactive Learning Environments, 32(3), 790–812. https://doi.org/10.1080/10494820.2022.2098777

Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. Using game-design elements in non-gaming contexts. CHI ’11 Extended Abstracts on Human Factors in Computing Systems, 2425–2428. https://doi.org/10.1145/1979742.1979575

Dharmaji, W. M., & Astuti, R. (2023). Improvement of student achievement through problem based differentiated learning. Jurnal IPA & Pembelajaran IPA, 7(3), 279–288. https://doi.org/10.24815/jipi.v7i3.33145

Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2015). From Gamification to Gameful Design and Gameful Experience in Learning. Cybernetics and Information Technologies, 14(4), 80–100. https://doi.org/10.1515/cait-2014-0007

Dicheva, D., & Dichev, C. (2015). Gamification in education: Where are we in 2015? E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, 1445–1454. Retrieved from https://www.learntechlib.org/p/152186/?nl=1

Huang, W. H.-Y., & Soman, D. (2013). Gamification of education. Report Series: Behavioural Economics in Action, 29(4), 37. Retrieved from https://www.scirp.org/reference/referencespapers?referenceid=2512805

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021). Gamification in Science Education. A Systematic Review of the Literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Le, T. C., & Winkler, D. A. (2016). Discovery and Optimization of Materials Using Evolutionary Approaches. Chemical Reviews, 116(10), 6107–6132. https://doi.org/10.1021/acs.chemrev.5b00691

Lee, E., & Hannafin, M. J. (2016). A design framework for enhancing engagement in student-centered learning: Own it, learn it, and share it. Educational Technology Research and Development, 64(4), 707–734. https://doi.org/10.1007/s11423-015-9422-5

Lee, J. S., & Sylvén, L. K. (2021). The role of Informal Digital Learning of English in Korean and Swedish EFL learners’ communication behaviour. British Journal of Educational Technology, 52(3), 1279–1296. https://doi.org/10.1111/bjet.13082

Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: The “Gamification” of scientific thinking. Frontiers in Psychology, 4. https://doi.org/10.3389/fpsyg.2013.00607

Moseikina, M., Toktamysov, S., & Danshina, S. (2022). Modern Technologies and Gamification in Historical Education. Simulation & Gaming, 53(2), 135–156. https://doi.org/10.1177/10468781221075965

Nehm, R. H., & Reilly, L. (2007). Biology majors’ knowledge and misconceptions of natural selection. BioScience, 57(3), 263–272. https://doi.org/10.1641/B570311

Nicholson, S. (2015). A RECIPE for Meaningful Gamification. In Gamification in Education and Business (pp. 1–20). Springer International Publishing. https://doi.org/10.1007/978-3-319-10208-5_1

Opfer, J. E., Nehm, R. H., & Ha, M. (2012). Cognitive foundations for science assessment design: Knowing what students know about evolution. Journal of Research in Science Teaching, 49(6), 744–777. https://doi.org/10.1002/tea.21028

Owens, D. C. (2019). Overcoming Motivational Barriers to Understanding and Accepting Evolution Through Gameful Learning. In Evolution Education Re-considered (pp. 167–184). Springer International Publishing. https://doi.org/10.1007/978-3-030-14698-6_10

Polo-Peña, A. I., Frías-Jamilena, D. M., & Fernández-Ruano, M. L. (2021). Influence of gamification on perceived self-efficacy: Gender and age moderator effect. International Journal of Sports Marketing and Sponsorship, 22(3), 453–476. https://doi.org/10.1108/IJSMS-02-2020-0020

Pramana, C., Susanti, R., Violinda, Q., Yoteni, F., Rusdiana, E., Prihanto, Y. J. N., Purwoko, R. Y., Rahmah, N., Yendri, O., & Arkiang, F. (2021). Virtual learning during the COVID-19 pandemic, a disruptive technology in higher education in Indonesia. Virtual Learning During The COVID-19 Pandemic, A Disruptive Technology In Higher Education In Indonesia. Retrieved from https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3777691

Ramesh, A., & Sadashiv, G. (2019). Essentials of Gamification in Education: A Game-Based Learning. In A. Chakrabarti (Ed.), Research into Design for a Connected World (Vol. 135, pp. 975–988). Springer Singapore. https://doi.org/10.1007/978-981-13-5977-4_81

Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: A framework. Journal of Further and Higher Education, 45(7), 999–1012. https://doi.org/10.1080/0309877X.2021.1875201

Sickel, A. J., & Friedrichsen, P. (2013). Examining the evolution education literature with a focus on teachers: Major findings, goals for teacher preparation, and directions for future research. Evolution: Education and Outreach, 6(1), 23. https://doi.org/10.1186/1936-6434-6-23

Signori, G. G., Guimaraes, J. C. F. D., Severo, E. A., & Rotta, C. (2018). Gamification as an innovative method in the processes of learning in higher education institutions. International Journal of Innovation and Learning, 24(2), 115. https://doi.org/10.1504/IJIL.2018.094066

Sinatra, G. M., Brem, S. K., & Evans, E. M. (2008). Changing Minds? Implications of Conceptual Change for Teaching and Learning about Biological Evolution. Evolution: Education and Outreach, 1(2), 189–195. https://doi.org/10.1007/s12052-008-0037-8

Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088

Syahri, E. P. M., Smaragdina, A. A., & Widyaningtyas, T. (2024). Development of Gamification-Based Web Programming Educational Website with Peer Review to Increase Student Learning Motivation. 2024 IEEE 2nd International Conference on Electrical Engineering, Computer and Information Technology (ICEECIT), 378–383. https://doi.org/10.1109/ICEECIT63698.2024.10859724

Author Biographies

Rina Astuti, Universitas Muhammadiyah Surakarta

Putri Agustina, Universitas Muhammadiyah Surakarta

Lina Agustina, Universitas Muhammadiyah Surakarta

Downloads

Download data is not yet available.

How to Cite

Astuti, R., Agustina, P., & Agustina, L. (2025). Analysis of the Influence of Gamification Based Digital Learning Media on Students’ Learning Interests Evolution. Jurnal Penelitian Pendidikan IPA, 11(6), 160–166. https://doi.org/10.29303/jppipa.v11i6.11114