The Effect of Gamification in Computer Science Learning on Student Motivation and Learning Outcomes at SMP Negeri 27 Padang
DOI:
10.29303/jppipa.v11i9.12543Published:
2025-09-25Downloads
Abstract
This study aims to examine the effect of gamification in Informatics learning on students’ motivation and academic achievement in Grade VII at SMP Negeri 27 Padang. A quasi-experimental method was employed with two groups: an experimental class using gamification and a control class using conventional teaching, involving 64 students. The results show that gamification significantly enhances both motivation and learning outcomes. The average pretest score in the experimental class increased from 66.37 to 85.00 in the posttest, while the control class rose from 66.43 to 75.23. Statistical analysis revealed a significance value of 0.000 < 0.05, indicating a significant difference between the two groups. The findings suggest that incorporating gamification elements such as points, badges, and challenges creates a more engaging and effective learning environment. In conclusion, gamification serves as an innovative pedagogical strategy to address low motivation and achievement in Informatics education, aligning with the characteristics of 21st-century digital-native learners.
Keywords:
Computer science learning Gamification Learning outcomes SMP Negeri 27 Padang Student motivationReferences
Arikunto, S. (1993). Prosedur Penelitian Suatu Pendekatan Praktik. Jakarta: Penerbit Rineka Cipta.
Arnov, Y., Sukardi, S., Giatman, G., & Irfan, D. (2025). The Effect of Using Quizizz as a Quizzing Platform on Motivation and Learning Outcomes of Students in Informatics Subjects. Jurnal Penelitian Pendidikan IPA, 11(9), 191–197. https://doi.org/10.29303/jppipa.v11i9.12237 DOI: https://doi.org/10.29303/jppipa.v11i9.12237
Asnur, L., Habib, A., & Desky, A. (2025). Development of Canva Software-Based Interactive Learning Media Using the ADDIE Method. Jurnal Penelitian Pendidikan IPA, 11(3), 650–659. https://doi.org/10.29303/jppipa.v11i3.10425 DOI: https://doi.org/10.29303/jppipa.v11i3.10425
Darmansyah, D., & Darman, R. A. (2024). The Development of the Archerys Instructional Design Model Arcs-Motivational-Based in Efforts to Reduce Academic Dishonesty in Higher Education. PPSDP International Journal of Education, 3(2), 263–278. https://doi.org/10.59175/pijed.v3i2.326 DOI: https://doi.org/10.59175/pijed.v3i2.326
Desky, A. H. A., Ganefri, G., Yulastri, A., Ta’ali, T., Effendi, H., & Fiandra, Y. A. (2025). Entrepreneurship-Based School Management Model to Increase Entrepreneurial Interest of Vocational Education Students at SMK Negeri 5 Padang. Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan, 19(1), 297. https://doi.org/10.35931/aq.v19i1.4306 DOI: https://doi.org/10.35931/aq.v19i1.4306
Deviana, B., Zen, Z., Rayendra, R., J, F. Y., Mirshad, E., & Desky, A. H. A. (2025). Development of E-modules Based on Quantum Learning in Projek IPAS for Class X Vocational High School. Jurnal Penelitian Pendidikan IPA, 11(9), 583–591. https://doi.org/10.29303/jppipa.v11i9.12179 DOI: https://doi.org/10.29303/jppipa.v11i9.12179
Ermawalis, E., J, F. Y., Darmansyah, D., Rayendra, R., Mirshad, E., & Desky, A. H. A. (2025). Media in Improving Teachers Professional Competence at SMAN 5 Batam. Jurnal Penelitian Pendidikan IPA, 11(9), 592–598. https://doi.org/10.29303/jppipa.v11i9.12180 DOI: https://doi.org/10.29303/jppipa.v11i9.12180
Fadilla, D. A., & Nurfadhilah, S. (2022). Penerapan Gamification untuk Meningkatkan Motivasi Belajar Siswa dalam Pembelajaran Jarak Jauh. Inovasi Kurikulum, 19(1), 33–43. https://doi.org/10.17509/jik.v19i1.42778 DOI: https://doi.org/10.17509/jik.v19i1.42778
Farisa, W., Darmansyah, D., Zuwirna, Z., & Hendri, N. (2023). Efektivitas Penerapan Archerys ID Model Berbasis ARCS Motivational dalam Pembelajaran Informatika di SMP Negeri 39 Padang. Jurnal Pendidikan Tambusai, 7(2), 17927–17932. https://doi.org/10.31004/jptam.v7i2.9203
Fiona, F., Darmansyah, D., Zen, Z., J, F. Y., Mirshad, E., & Desky, A. H. A. (2025). The Effect of Applying the Archerys ID Model Instructional Design and Learning Motivation on Physics Learning Outcomes at SMAN 4 Batam. Jurnal Penelitian Pendidikan IPA, 11(9), 609–619. https://doi.org/10.29303/jppipa.v11i9.12181 DOI: https://doi.org/10.29303/jppipa.v11i9.12181
Gimpel, H., Nißen, M., & Görlitz, R. (2013). Quantifying the Quantified Self: A Study on the Motivations of Patients to Track Their Own Health. Conference: International Conference on Information Systems (ICIS), 34. Milan, Italy. Retrieved from https://www.researchgate.net/publication/260597252
Hall, M., Madhuvu, A. E., & Namasivayam, P. (2019). The Effectiveness of Using Gamification Technology in Enhancing Student Engagement and Learning. International Journal of Mathematics and Science Education, 1(2), 33–37. Retrieved from https://sigma.nursingrepository.org/handle/10755/16687%0Ahttps://sigma.nursingrepository.org/bitstream/handle/10755/16687/Hall_PST277_90448_Info.pdf?sequence=2&isAllowed=y
Haq, S. T. N., Prasetya, D. D., Ichwanto, M. A., Samodra, J., & Prasetya, L. A. (2025). The Power of Play! A Review of Gamification Design Trends and Their Impact on Learning Outcomes. Edunesia: Jurnal Ilmiah Pendidikan, 6(3), 1679–1699. https://doi.org/10.51276/edu.v6i3.1340
Hasugian, L. P., Sidik, R., Winanti, M. B., & Hikmawati, N. K. (2024). Development of Learning Material using Gamification for Students with Autism Spectrum Disorder. Decode: Jurnal Pendidikan Teknologi Informasi, 4(2), 334–343. https://doi.org/10.51454/decode.v4i2.351 DOI: https://doi.org/10.51454/decode.v4i2.351
Hayuningtyas, K., & Jenuri, J. (2024). An Analysis of Gratitude Role as The Religiosity Form Towards Subjective Well-Being in College Students. Journal of Islamic and Contemporary Psychology, 3(1), 16–22. https://doi.org/10.25299/jicop.v3i1.13179
Khaerani, N. S., Lintangsari, A. P., & Gayatri, P. (2023). EFL Students’ Learning Engagement in The Post Pandemic Era. JEELS (Journal of English Education and Linguistics Studies), 10(1), 119–148. https://doi.org/10.30762/jeels.v10i1.869 DOI: https://doi.org/10.30762/jeels.v10i1.869
Liwayanti, R., Fiteriani, I., & Yusandika, A. D. (2025). The Effect of Genially Based Gamification Learning Models on Student Analysis Thinking Skills in Mathematics. Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan, 10(10), 2. Retrieved from https://citeus.um.ac.id/jptpp/vol10/iss10/2/
Maimunah, M., Susanti Sufyadi, & Agus Hadi Utama. (2025). The Use of the Melajari Website in Cultural Arts Education and Its Impact on the Learning Outcomes of Grade 11 Students at MA Hidayatullah Martapura. Jurnal Evaluasi Dan Pembelajaran, 7(1), 87–93. https://doi.org/10.52647/jep.v7i1.321
Rahmatiah, R., Rokhmat, J., Jufri, A. W., Gunawan, G., & Sukarso, A. (2023). Science Learning Gamification: Perspectives in Building Student Creativity. Jurnal Penelitian Pendidikan IPA, 9(11), 981–991. https://doi.org/10.29303/jppipa.v9i11.4274 DOI: https://doi.org/10.29303/jppipa.v9i11.4274
Ryanto, R., Wijayanti, A. T., Widiastuti, A., & Riadi, A. (2025). The Effectiveness of Learning Media in Overcoming Learning Difficulties: Student Perceptions. Jurnal Pemberdayaan Masyarakat, 4(1), 169–182. https://doi.org/10.46843/jpm.v4i1.413 DOI: https://doi.org/10.46843/jpm.v4i1.413
Saputra, K. R., Leksono, S. M., & Alamsyah, T. P. (2025). Gamifikasi Pembelajaran IPA di Jenjang SMP Menggunakan Platform GIMKIT: Studi Literature Review. KOSMOLOGI: Jurnal Pendidikan IPA dan Sains, 1(2), 105–119. Retrieved from https://jurnal.untirta.ac.id/index.php/kosmologi/article/view/35115
Sundami, N., & Azhar, M. (2019). Pengembangan Modul Kesetimbangan KimiaBerbasis Inkuiri Terstruktur dengan Menggunakan Tiga Level Representasi Kimia untuk Siswa Kelas XI SMA. EduKimia, 1(1), 11–20. https://doi.org/10.24036/ekj.v1i1.104018 DOI: https://doi.org/10.24036/ekj.v1i1.104018
Taali, T., Desky, A. H. A., Pratama, A. J., & Setiawan, H. (2024). Effectiveness of Blended Learning Model in Microprocessor Course with Google Classroom. Jurnal Penelitian Pendidikan IPA, 10(7), 3674–3680. https://doi.org/10.29303/jppipa.v10i7.7754 DOI: https://doi.org/10.29303/jppipa.v10i7.7754
Tampubolon, Y. S., & Sudrajat, A. (2024). The Influence of Cooperative Learning Models and Learning Motivation on Student Learning Outcomes on Chemical Bond Material. Edunity Kajian Ilmu Sosial dan Pendidikan, 3(9), 906–919. https://doi.org/10.57096/edunity.v3i9.313 DOI: https://doi.org/10.57096/edunity.v3i9.313
Wahyudin, W., Akbar, A., Nugraha, E., Riza, L. S., & Nazir, S. (2025). Design and Development of Virtual Reality Media on Computer System Learning to Enhance Students’ Cognitive Abilities. Journal of Education Technology, 9(2), 291–303. https://doi.org/10.23887/jet.v9i2.94553 DOI: https://doi.org/10.23887/jet.v9i2.94553
Yurissa, P. N., Kamadi, L., & Haeruddin, S. (2022). Gamification Learning Framework for Improving Students’ Learning Motivation. ETDC: Indonesian Journal of Research and Educational Review, 1(2), 234–242. https://doi.org/10.51574/ijrer.v1i2.285 DOI: https://doi.org/10.51574/ijrer.v1i2.285
Zahran, M., Samsudin, A., Novia, H., Fratiwi, N. J., Nurdini, N., Ningsih, D. T., Nugraha, E., Nasbey, H., & Sözbilir, M. (2025). Post-Pandemic E-Teaching: Developing the Game for Microscopic Atom Simulation (GEMAS) to Enhance Students’ Scientific Conceptions of Phase Structures. Journal of Environment and Sustainability Education, 3(1), 115–126. https://doi.org/10.62672/joease.v3i1.55 DOI: https://doi.org/10.62672/joease.v3i1.55
Zhan, Z., He, L., Tong, Y., Liang, X., Guo, S., & Lan, X. (2022). The Effectiveness of Gamification in Programming Education: Evidence from a Meta-Analysis. Computers and Education: Artificial Intelligence, 3(August), 100096. https://doi.org/10.1016/j.caeai.2022.100096 DOI: https://doi.org/10.1016/j.caeai.2022.100096
License
Copyright (c) 2025 Yulirismayenti, Dedy Irfan, Titi Sri Wahyuni, Refdinal, Ahmaddul Hadi, Abdul Habib Arrasyidi Desky

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).






