Gamified Learning Platforms: Enhancing Student Engagement and Achievement in Hybrid Classrooms
Main Article Content
Abdul Wahid
This research explores the impact of gamification on student engagement and learning outcomes in hybrid classrooms at SMA Negeri 1 Pinrang. The study aims to identify the role of gamified platforms in enhancing student participation and to analyze the relationship between student engagement and academic achievement. The research employs a qualitative approach, utilizing purposive and random sampling to select students from hybrid classrooms. Data were collected through gamification-based platforms, student engagement surveys, and academic performance tests. The findings indicate that the use of gamification significantly increases student engagement, motivation, and academic achievement, particularly when integrated into a hybrid learning environment. This study also highlights challenges such as technology access and the need for teacher training to maximize the benefits of gamification. The results provide practical recommendations for educators to implement gamified elements in their teaching strategies and for platform developers to enhance features that support hybrid learning. Future research should investigate the broader impacts of gamification, particularly on diverse learning styles and across different academic subjects.
Ahmadi, Golchehreh, Mohammadi, A., Asadzhandi, S., Shah, M., & Mojtahedzadeh, R. (2023). International Review of Research in open and Distributed Learning, what are the indicators of student engagement in learning management systems? A systematic review of the literature. International Review of Research in Open and Distributed Learning.
Alam, M. I., Malone, L., Nadolny, L., Brown, M., & Cervato, C. (2023). Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement. Journal of Computer Assisted Learning, 39(5), 1436–1449. https://doi.org/10.1111/jcal.12853
Almusaed, A., Almssad, A., Yitmen, I., & Homod, R. Z. (2023). Enhancing Student Engagement: Harnessing “AIED”’s Power in Hybrid Education—A Review Analysis. Education Sciences, 13(7). https://doi.org/10.3390/educsci13070632
Baskara, F. R. (2023). Chatbots and Flipped Learning: Enhancing Student Engagement and Learning Outcomes through Personalised Support and Collaboration. IJORER : International Journal of Recent Educational Research, 4(2), 223–238. https://doi.org/10.46245/ijorer.v4i2.331
Bond, M. (2020). Facilitating student engagement through the flipped learning approach in K-12: A systematic review. Computers and Education, 151. https://doi.org/10.1016/j.compedu.2020.103819
Bond, M., & Bedenlier, S. (2019). Facilitating student engagement through educational technology: Towards a conceptual framework. Journal of Interactive Media in Education, 2019(1), 1–14. https://doi.org/10.5334/jime.528
Chans, G. M., & Portuguez Castro, M. (2021). Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers, 10(10), 1–24. https://doi.org/10.3390/computers10100132
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
Durrani, U., Saleh, M., Azzawi, R., Hosam, O., Abousamra, R., & Aoudi, S. (2023). Revolutionizing Higher Education: Enhancing Student Learning with CrossQuestion’s Gamified Flipped Classroom Approach. 2023 9th International Conference on Information Technology Trends, ITT 2023, August, 210–214. https://doi.org/10.1109/ITT59889.2023.10184273
Hallifax, S., Serna, A., Marty, J. C., & Lavoué, É. (2019). Adaptive Gamification in Education: A Literature Review of Current Trends and Developments. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11722 LNCS, 294–307. https://doi.org/10.1007/978-3-030-29736-7_22
Kang, S. P., & Recard, M. (2023). Investigating The Implementation Of Gamification Approach To Enhance Students Learning Engagement. Journey: Journal of English Language and Pedagogy, 6(2), 295–307. https://doi.org/10.33503/journey.v6i2.2846
Le, L. T. (2020). A real game-changer in ESL classroom? Boosting vietnamese learner engagement with gamification. Call-Ej, 21(3), 198–212.
Learning, G., & Lampropoulos, G. (2024). Impact of Gamification on Students ’ Learning Outcomes and Academic Performance : A Longitudinal Study Comparing. Education Sciences, 14(4), 1–28.
Li, J., & Xue, E. (2023). Dynamic Interaction between Student Learning Behaviour and Learning Environment: Meta-Analysis of Student Engagement and Its Influencing Factors. Behavioral Sciences, 13(1). https://doi.org/10.3390/bs13010059
Lopes, A. P., Soler, M., Caña, R., Cortés, L., Bentabol, M., Bentabol, A., Muñoz, M. D. M., Esteban, A., & Luna, M. (2019). Gamification in Education and Active Methodologies At Higher Education. EDULEARN19 Proceedings, 1(July), 1633–1640. https://doi.org/10.21125/edulearn.2019.0480
Mar, L. R., Neyem, P. A., Isabel, C. A., & Felipe, H. (2023). This is an accepted manuscript of an article published by Taylor & available at ( 2023 ). Fostering the use of online learning resources : results of using a mobile collaboration tool based on gamification in a blended course , Interactive Learning DOI : .
Marcaida, J. L. M., Ortega, H. C. A., Castañeda, E. S., Cadeliña, P. M. M., Garcia, R. R. I., Valenzuela, L. R., & Tolentino, J. C. (2022). Gamification in a Virtual Ecology (GIVE): Enhancing Classroom Engagement in Physical Education among Senior High School Students. International Journal of Multidisciplinary: Applied Business and Education Research, 3(11), 2278–2289. https://doi.org/10.11594/ijmaber.03.11.14
Mystakidis, S. (2020). Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement. 11th International Conference on Information, Intelligence, Systems and Applications, IISA 2020, July. https://doi.org/10.1109/IISA50023.2020.9284417
Nguyen-Viet, B., & Nguyen-Viet, B. (2023). Enhancing satisfaction among Vietnamese students through gamification: The mediating role of engagement and learning effectiveness. Cogent Education, 10(2). https://doi.org/10.1080/2331186X.2023.2265276
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. In Education and Information Technologies (Vol. 28, Issue 1). Springer US. https://doi.org/10.1007/s10639-022-11122-4
Olivier, E., Archambault, I., De Clercq, M., & Galand, B. (2019). Student Self-Efficacy, Classroom Engagement, and Academic Achievement: Comparing Three Theoretical Frameworks. Journal of Youth and Adolescence, 48(2), 326–340. https://doi.org/10.1007/s10964-018-0952-0
Raes, A., Vanneste, P., Pieters, M., Windey, I., Van Den Noortgate, W., & Depaepe, F. (2020). Learning and instruction in the hybrid virtual classroom: An investigation of students’ engagement and the effect of quizzes. Computers and Education, 143(September 2019), 1–16. https://doi.org/10.1016/j.compedu.2019.103682
Rasool, S. F., Wang, M., Tang, M., Saeed, A., & Iqbal, J. (2021). How Toxic Workplace Environment Effects the Employee Engagement : The Mediating Role of Organizational Support and Employee Wellbeing.
Sappaile, B. I., Xu, S., Oci, M., Xavier, M., & Halim, C. (2024). The Influence of Gamification Techniques on Students’ Learning Performance and Motivation in Learning: An Experimental Study. Journal Neosantara Hybrid Learning, 2(1), 394–408. https://doi.org/10.55849/jnhl.v2i1.935
Schlosser, W. E., Aumell, A. J., & Kilkenny, M. M. (2023). Hybrid classroom approach: Virtual and live field data integration. Natural Sciences Education, 52(1), 1–18. https://doi.org/10.1002/nse2.20094
Swacha, J. (2021). State of research on gamification in education: A bibliometric survey. Education Sciences, 11(2), 1–15. https://doi.org/10.3390/educsci11020069
Tabassum, B., Moin, M., Abbas, Q., Kumbhar, M. I., & Khan, M. H. N. (2024). The Impact of Blended Learning on Student Performance. Journal of Education and Social Studies, 5(2), 360–371. https://doi.org/10.52223/jess.2024.5217
Thi Binh, A. D., Hoang, T. H., & Quang, H. T. (2024). Designing Effective Hybrid Course Curriculum: A Design Science Approach to Gamification and Student Outcomes Validation. Evaluation Review, 0(0), 1–34. https://doi.org/10.1177/0193841X241291752
Ulla, M. B., & Perales, W. F. (2022). Hybrid Teaching: Conceptualization Through Practice for the Post COVID19 Pandemic Education. Frontiers in Education, 7(June), 1–8. https://doi.org/10.3389/feduc.2022.924594
Wald, N., & Daniel, B. K. (2020). Enhancing students’ engagement with abstract ideas through conceptual and theoretical frameworks. Innovations in Education and Teaching International, 57(4), 496–505. https://doi.org/10.1080/14703297.2019.1692055
Yusof, A., Atan, N. A., Harun, J., Rosli, M. S., & Majid, U. M. A. (2021). Students Engagement and Development of Generic Skills in Gamified Hybrid Service-Learning Course. International Journal of Emerging Technologies in Learning, 16(24), 220–243. https://doi.org/10.3991/ijet.v16i24.27481
Zainuddin, Z., Farida, R., Keumala, C. M., Kurniawan, R., & Iskandar, H. (2022). Synchronous online flip learning with formative gamification quiz: instruction during COVID-19. Interactive Technology and Smart Education, 19(2), 236–259. https://doi.org/10.1108/ITSE-01-2021-0002
Zia, U., & Noor, K. (2024). EasyChair Preprint The Synergy of Gamification and Artificial Intelligence : Enhancing Student Engagement and Learning Outcomes in Educational Environments Abstract :