Exploration of the Application of Gamification Methods in Pancasila Education Learning
Abstract
This study examines the implementation of gamification in Pancasila Education at the senior high school level within a resource-constrained learning environment. It aims to analyze the design and implementation of gamification, identify challenges encountered during its application, and formulate optimization strategies to enhance student engagement and participation. Using a qualitative descriptive case study approach, data were collected through semi-structured interviews, classroom observations, and document analysis involving one Pancasila Education teacher and eight eleventh-grade students at a public senior high school in West Sinjai Regency. Data were analyzed using an interactive thematic analysis model consisting of data reduction, data display, and conclusion drawing. The findings indicate that gamification was implemented through structured stages of planning, implementation, and evaluation, incorporating game elements such as points, levels, challenges, badges, and leaderboards via digital platforms including Kahoot, ZepQuiz, Wordwall, and Bamboozle. The application of gamification enhanced student engagement across behavioral, emotional, cognitive, and social dimensions. However, several challenges emerged, including unstable internet connectivity, limited digital devices, uneven student digital literacy, and learner anxiety related to individual competition. To address these issues, teachers adapted instructional designs by employing group-based leaderboards, hybrid online–offline learning activities, and peer-assisted learning strategies. This study demonstrates that gamification can serve as an effective pedagogical approach in Pancasila Education when supported by adaptive instructional design and contextual sensitivity. The originality of this research lies in its evidence that gamification can be meaningfully implemented in value-based subjects within digitally limited school contexts.
References
Adzibah, S. I. T., Mardiah, D., & Gasmi, N. M. (2025). Integrating Wordwall in Islamic Religious Education: A Phenomenological Study of Pedagogical Transformation in Indonesian Primary Schools. HEUTAGOGIA: Journal of Islamic Education, 5(1), 19-29. https://doi.org/10.14421/hjie.2025.51-02
Afan, M. U. R., Mahardhani, A. J., Cahyono, H., & Chaniago, Z. (2024). The urgency of Pancasila and citizenship education to strengthen national character with global citizenship dimensions. AL-ISHLAH: Jurnal Pendidikan, 16(4), 5422-5434. https://doi.org/10.35445/alishlah.v16i4.5759
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
Aminullah, M., Susanto, H., Nadilla, DF, & Mardiani, F. (2025). Journal of Social Sciences Education . 15 (3), 751–758.
Dewantara, J. A., Suhendar, I. F., Rosyid, R., & Atmaja, T. S. (2019). Pancasila as ideology and characteristics civic education in Indonesia. International Journal for Educational and Vocational Studies, 1(5), 400-405. https://doi.org/10.29103/ijevs.v1i5.1617
Dr. Hj. Baiatun Nisa, MP, Merlin Helentina Napitupulu, SS, MH, Meilina Haris Mayekti, M. ., Sofia Idawati Lubis, S.Pd., MH, Dr. Muh. Safar, MP, Niswatin Nurul Hidayati, SS, MA, Ahmad Taufiq, S.Pd.I, MP, Ria Fitrasih, S.Pd., MP, Sapruddin, MP, & Diyah Nur Hidayati, MP (nd). LEARNING STRATEGY: THEORY, MODEL, AND .
Fajrulsyah, M. (2025). Increasing learning participation in Pancasila education through PjBL and educational wordwall games at SMPN 1 Batu . 0066 (2024), 84–92.
Faradina, NR, Fauziyyah, A., Mutmainah, I., Zahra, AA, & Riyadi, AR (2025). Phase B Students' Experiences in Understanding Concepts Through Digital Gamification . 10 , 866–874.
Firnando, HG (2024). The Role of Educators in the Implementation of Digital Learning Design: Challenges and Opportunities Introduction . 1 , 44–54.
Functionalist, T., According, D., Lee, E., Dan, T., & Frederick, B. (2025). The dominant functionalist theory according to: Edward Lee Thorndike and Burrhus Frederick Skinner . 5 , 259–269.
Ghoulam, K., Bouikhalene, B., Babori, A., & Falih, N. (2024). Gamification in e-learning: bridging educational gaps in developing countries. International Journal of Advanced Corporate Learning, 17(1), 85. https://doi.org/10.3991/ijac.v17i1.47631
Handayani, L. (2025). Interpretative Phenomenological Analysis of University Students' Experiences of National Identity among Indonesian University Students in the Digital Age: An IPA Approach. Journal of Educational Innovation and Research, 1(5), 173-179.
Hanip, S. A., Gunansyah, G., & Prahani, B. K. (2025). Exploration of the Utilization of Lumio as Interactive Media in Science Learning in Elementary Schools. Journal of Innovation and Research in Primary Education, 4(4), 3016-3024. https://doi.org/10.56916/jirpe.v4i4.1872
Inayah, S. (2025). Learning strategies (Issue June).
Jasmin, F., Salsabila, L., & Tjandra, W. (2025). Simulation and Game-Based Learning as Character Building Strategies in Pancasila Education Learning . 11 , 507–512.
Kajian, J., Sandrina, L., Sumadi, T., & Abdilah, F. (2024). Didactica: The Effect of Gamification-Based Competition Methods on Students' Creative Thinking Skills in Pancasila Education Subjects . 4 (1), 21–26.
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied sciences, 12(13), 6809. https://doi.org/10.3390/app12136809
Mila, M., & Zuhdi, M. (2025). Curriculum Development and Educational Practices for Islamic Education: An Analysis of the Merdeka Curriculum at Integrated Islamic Junior High School in Indonesia. Bulletin of Indonesian Islamic Studies, 4(2), 718-737. https://doi.org/10.51214/biis.v4i2.1652
Mir, A. H. (2025). LEARNER-CENTERED PEDAGOGIES: TRANSFORMING EDUCATION FOR THE 21ST CENTURY. Journal of Accounting Research, Utility Finance and Digital Assets, 3(4), 383-387. https://doi.org/10.54443/jaruda.v3i4.217
Mulyana, D. (2024). The Role of Citizenship Education in the Process of Forming the National Identity of the Indonesian Nation. Educare: Journal Educational and Multimedia, 2(02), 124-129.
Mursidi, A. (2025). Transformation of History Education Based on Local Wisdom to Foster Historical Awareness in Generation Z. Jurnal Iqra': Kajian Ilmu Pendidikan, 10(3), 1-20. https://doi.org/10.25217/ji.v10i3.6525
Ni’mah, A., Arianti, E. S., Suyanto, S., Putera, S. H. P., & Nashrudin, A. (2024). Problem-Based Learning (PBL) methods within an independent curriculum (a literature review). Sintaksis: Publikasi Para ahli Bahasa dan Sastra Inggris, 2(4), 165-174. https://doi.org/10.61132/sintaksis.v2i4.859
Nisa, R. (2025). Digital Literacy in Islamic Elementary Schools: an Overview of The Factors, Challenges, and Impact 21st Century Skills Development. Jurnal Cendekia Media Komunikasi Penelitian Dan Pengembangan Pendidikan Islam, 17(01), 334-355. https://doi.org/10.37850/cendekia.v17i01.1025
Panjaitan, J. F., & Christantini, E. N. (2025). Transforming Primary Education through Digital Integration: A Case Study from Rural Indonesia. Pathalogy Journal, 1(2), 67-80. https://doi.org/10.64538/pathalogy.v1i2.58
Pauziah, F. (2025). DOI: Model for Increasing Student Learning Motivation Through Adaptive Technology-Based Problem Based Learning . 11 (2), 61–68.
Prasetyaningtyas, H., Basuki, RR, Zulaikha, S., & Takdir, M. (2025). Teacher Professionalism in Technology Integration: Pillars of Strengthening Educational Quality in the National Education Management System . 3 (4), 5467–5473.
Pratiwi, W. R. (2025). Transforming Education with the" Merdeka Belajar Curriculum: Digging into Challenges and Crafting Effective Strategies in Rural Indonesia. ENGLISH FRANCA: Academic Journal of English Language and Education, 9(1 May), 111-128.
Prinanda, D. (2025). Analysis of Teacher Problems in Implementing Technology-Based Learning Media . 2 (2), 329–353.
Profil, M., Pancasila, P., Mata, D., Ppkn, P., Satria, A., Rahmatiani, L., & Repelita, T. (2024). Implementation of Gamification-Based Learning Media for . 4 (10), 331–336.
Putra, MS, Lasmawan, IW, Suharta, IGP, & Widiana, IW (2025). Educational Transformation in the Digital Era: Creative Solutions to Improve the Quality of Learning . 3 (2), 68–78.
Putri, RA, Wahyu, S., Computer, FI, Informatics, T., Unggul, UE, & Pancasila, P. (2025). Application of Gamification Methods in 2-Dimensional Multimedia-Based Pancasila Educational Game Applications . 8 , 70–82.
Rahman, M. H. A., Ismail, D., Noor, A. Z. B. M., & Salleh, N. S. B. M. (2018). Gamification elements and their impacts on teaching and learning–A review. The International Journal of Multimedia & Its Applications (IJMA) Vol, 10
Robandi, B., Setiawardani, W., & Apriyanto, A. (2025). Factors influencing the pedagogical competence of elementary school teachers in the digital era: A survey study. Journal of General Education and Humanities, 4(2), 561-574. https://doi.org/10.58421/gehu.v4i2.421
Rosida, H., & Rahmawati, Y. (2025). Teaching English in the Age of Social Media: Challenges and Innovations. SOSIOEDUKASI: JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL, 14(1), 447-458. https://doi.org/10.36526/sosioedukasi.v14i1.5412
Ruhama, U., Yulian, R., & Rangkuti, Z. (2025). Blended Learning in the Digital Age: Integrating Augmented Reality (AR) and Gamification for Effective Teaching. International Journal of Innovation and Thinking, 2(1), 51-65.
Sambo, K. U., Shishah, W., & Isiaku, L. (2025). Barriers to gamification adoption in education: A systematic review of cultural, technological, and institutional challenges in developing countries. Information Development, 02666669251331268. https://doi.org/10.1177/02666669251331268
Shofiyah, A., & Anwar, K. (2024). Gamification: The Effect of PBL-Based Gamification on Improving Students' Active Learning Skills. JTIEE (Journal of Teaching in Elementary Education) , 8 (1), 73. https://doi.org/10.30587/jtiee.v8i1.7059
Syukri, A. and. (2025). Gamification-based learning design strategies to increase student motivation . 2 (1), 202–213.
Uwakwe Udeh, S. O., Tobail, A., Crowe, J., & Rashwan, W. (2025). Exploring the impact of gamification on employee training and development: a comprehensive literature review. Journal of Workplace Learning, 37(9), 206-224. https://doi.org/10.1108/JWL-05-2025-0149
Yadav, R., Ali, W., & Arora, M. (2025). An Optimization-Based Framework for Gamification in FinTech: Enhancing Customer Loyalty and Advancing SDG Targets. Journal of Mathematics and Modeling in Finance, 91-116. https://doi.org/10.22054/jmmf.2025.88272.1213
Copyright (c) 2025 Journal La Edusci

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



