UNDERSTANDING TEACHER AND STUDENT PERCEPTIONS OF GAMIFIED LEARNING AND ITS IMPACT ON LEARNING MOTIVATION THROUGH THE WAYGROUND PLATFORM

DOI: https://doi.org/10.33650/edureligia.v9i3.12021
Authors

(1) * Fithriyah Shofiana Pratiwi   (Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember, East Java)  
        Indonesia
(2)  Imron Fauzi   (Universitas Islam Negeri Kiai Haji Achmad Siddiq Jember)  
        Indonesia
(*) Corresponding Author

Abstract


This study aims to examine teacher and student perceptions of gamified learning and its influence on learning motivation in Islamic elementary school settings. The research employs a qualitative multiple-case study approach supported by descriptive quantitative data to explore how gamification is interpreted, experienced, and accepted by teachers and students. Data were collected through questionnaires, in-depth interviews, focus group discussions, classroom observations, and documentation. Thematic analysis based on the interactive model of Matthew B. Miles and A. Michael Huberman was used to identify key categories of perception and motivational change, while questionnaire data were analyzed descriptively to measure shifts in motivation levels. The findings reveal that teachers perceive gamified learning as a practical and engaging approach that facilitates instructional activities, enhances classroom interaction, and promotes active participation. Students report increased enjoyment, challenge, and curiosity, contributing to stronger intrinsic motivation as conceptualized in Self-Determination Theory. Quantitative results indicate a noticeable improvement in motivation scores following the implementation of gamified activities, supported by observable increases in student engagement. Nevertheless, several challenges were identified, including limited digital literacy among teachers and occasional technical constraints. Overall, this study underscores the significance of integrating gamification into Islamic elementary education and offers empirical insights into digital pedagogy, instructional media selection, and teacher readiness for technology-enhanced learning.


Keywords

Gamified Learning, Learning Motivation, Digital Pedagogy, Wayground Platform



Full Text: PDF



References


Abouelenein, Y. A. M., & Selim, S. A. S. (2024). Impact of digital interventions on the development of TPACK: Interviews, reports, and video simulation among pre-service teachers. Education and Information Technologies, 29(11), 1–40. https://doi.org/10.1007/s10639-023-12422-z

Aladeeb, M. A., Ahmed, M. Z., & Mai, D. M. (2024). A Framework of Visual Effects in Digital Content to Foster Creative Thinking, Learning Readiness, and Student Performance in Schools. International Journal of Social Science and Economic Research, 9(10), 4387–4400. https://doi.org/10.46609/IJSSER.2024.v09i10.028

Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2024). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research, 94(2), 193–227. https://doi.org/10.3102/00346543231167795

Blyznyuk, O., Kachak, T., Blyznyuk, T., & Nazaruk, S. K. (2025). Quality education in the digital age: Adapting to 21st century primary school learners. Journal of Vasyl Stefanyk Precarpathian National University, 12(1), 58–68. https://doi.org/10.15330/jpnu.12.1.58-68

Buhamad, A., Aleidan, A., Alsaffar, R., & Almisad, B. (2024). Impact of Using Visual Learning as Educational Technology Tools on Elementary School Students’ Memory in Kuwait. Egyptian Journal of Educational Sciences, 4(2), 13–32. https://doi.org/10.21608/ejes.2024.413502

Christopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3 (4), 1223–1243. October. https://doi.org/10.3390/encyclopedia3040089

Dahlan, M. M. (2025). Edutainment in the Digital Age: Blending Learning and Fun. Universiti Poly-Tech Malaysia.

Danford, C. A. (2023). Understanding the Evidence: Qualitative Research Designs. Urologic Nursing, 43(1). https://doi.org/10.7257/2168-4626.2023.43.1.41

Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K‐12 education: A systematic literature review. British Journal of Educational Technology, 55(1), 34–70. https://doi.org/10.1111/bjet.13335

Errabo, D. D., & Ongoco, A. A. (2024). Effects of interactive-mobile learning modules in students’ engagement and understanding in genetics. Journal of Research in Innovative Teaching & Learning, 17(2), 327–351. https://doi.org/10.1108/JRIT-01-2024-0023

Holozsai, J., & József, H. (2024). Aspects of digital learning among foreign language learners in secondary education.

Ishaq, M., Abid, K., Farooq, U., Ishaq, K., Safie, N., & Abid, A. (2025). A framework for designing courses by synergizing project‐based learning with gamification. Human Behavior and Emerging Technologies, 2025(1), 9915839. https://doi.org/10.1155/hbe2/9915839

Kutscher, E., & Parey, B. (2024). A scoping review of mixed methods rigour in inclusive education: Application of the rigorous mixed methods framework. International Journal of Inclusive Education, 28(11), 2356–2371. https://doi.org/10.1080/13603116.2022.2100491

Lashari, S. A., Rahman, S. U., & Lashari, T. A. (2025). Using Kahoot as a gamified learning approach to enhance classroom engagement and reduce test anxiety. RMLE Online, 48(8), 1–13. https://doi.org/10.1080/19404476.2025.2551476

Lidyana, L., Rahmawati, I. K., Handoko, Y., & Wahyuni, T. (2024). The Influence of Learning Contents, Virtual Class Interaction, and Game-Based Learning Platform on Distance Learning Participants’ Satisfaction. Indonesian Journal of Instructional Media and Model, 6(2), 111–124. https://doi.org/10.32585/ijimm.v6i2.6043

Lovink, A., Groenier, M., van der Niet, A., Miedema, H., & Rethans, J.-J. (2024). How simulated patients contribute to student learning in an authentic way, an interview study. Advances in Simulation, 9(1), 4. https://doi.org/10.1186/s41077-023-00277-w

Mazzuki, B. D. (2025). Preparing teachers for inclusive education: Pre-service teachers’ knowledge, perceptions and experiences of inclusive pedagogy from teaching practice. Center for Educational Policy Studies Journal.

Musaddad, A. (2025). Transformational Leadership in Islamic Education: Strengthening Institutional Innovation in The Era of Disruption. INNOVASI: JURNAL INOVASI PENDIDIKAN, 11(2), 167–173. https://doi.org/10.64540/8mgzc587

Pacheco-Velazquez, E., Rodés Paragarino, V., Glasserman, L. D., & Carlos Arroyo, M. (2024). Playing to learn: developing self-directed learning skills through serious games. Journal of International Education in Business, 17(3), 416–430. https://doi.org/10.1108/JIEB-08-2023-0054

Pregoner, J. D. (2024). Research approaches in education: A comparison of quantitative, qualitative and mixed methods. IMCC Journal of Science. https://doi.org/10.65931/x1r6v8n4

QA, A. A. S., Agustini, K., & Suartama, I. K. (2025). Project Based Game Learning Effectiveness In 21st Century Classrooms: A Literature Review. Didaktika: Jurnal Kependidikan, 14(3 Agustus), 4043–4056. https://doi.org/10.58230/27454312.2705

Raj, H. D., & Singh, M. S. X. P. (2025). Examining Test Anxiety and Its Alleviation: Assessing the Efficacy of Gamification in ESL Contexts. Creative Saplings, 4(2), 31–45. https://doi.org/10.56062/gtrs.2025.4.02.876

Ramdas, S., Wouters, A., Broeksma, L., van Zandwijk, E., Somra, S., Schoonmade, L. J., Slootman, M., Bertram-Troost, G., & Kusurkar, R. A. (2025). Teachers’ attitudes towards equity, diversity, and inclusion in higher education: A scoping review. International Journal of Educational Research, 131, 102590. https://doi.org/10.1016/j.ijer.2025.102590

Rofiqi, Zainiyati, H. S., Niam, K., Kusaeri, & Zuhri, A. M. (2026). Educational Leadership Transformation in Traditional Settings: Policy Adaptation and Distributed Authority in Indonesian Pesantren. Leadership and Policy in Schools, 1–19. https://doi.org/10.1080/15700763.2025.2608041

Samaila, K., & Al-Samarraie, H. (2024). Reinventing teaching pedagogy: the benefits of quiz-enhanced flipped classroom model on students’ learning outcomes and engagement. Journal of Applied Research in Higher Education, 16(4), 1214–1227. https://doi.org/10.1108/JARHE-04-2023-0173

Takona, J. P. (2024). Research design: qualitative, quantitative, and mixed methods approaches. Quality & Quantity, 58(1), 1011–1013. https://doi.org/10.1007/s11135-023-01798-2

Topu, F. B. (2024). Role of the students’ learning styles on motivation and perception towards gamified learning process. Journal of Learning and Teaching in Digital Age, 9(1), 61–79. https://doi.org/10.53850/joltida.1293970

Vosiqova, M. S., & Khadjibayeva, S. F. (2024). Leveraging Gamification in Blended Learning: Enhancing Engagement and Learning Outcomes Through Game-Based Strategies. IMRAS, 7(12), 7–14. https://doi.org/10.23977/curtm.2024.071001

Yadav, A. (2024). The Use Of Technology In Teacher Education: Preparing Educators For The Digital Age. UNIFIED VISIONS, 208.

Zhao, F. (2024). Gamification design. In Human-Computer Interaction (pp. vol3-373). CRC Press. https://doi.org/10.1201/9781003584292-46

Zhou, Y., Zhou, Y., & Machtmes, K. (2024). Mixed methods integration strategies used in education: A systematic review. Methodological Innovations, 17(1), 41–49. https://doi.org/10.1177/20597991231217937


Dimensions, PlumX, and Google Scholar Metrics

10.33650/edureligia.v9i3.12021


Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Fithriyah Shofiana Pratiwi, Imron Fauzi

Creative Commons License
 

Edureligia : Jurnal Pendidikan Agama Islam
Published by Lembaga Penerbitan, Penelitian dan Pengabdian kepada Masyarakat (LP3M) of Nurul Jadid University, Probolinggo, East Java, Indonesia.