The Effect of Game-Based Learning on Students' Learning Interest in Elementary School Science: A Systematic Literature Review (2021–2025)

Authors

  • Mila Dianur Universitas Islam Negeri Raden Intan Lampung
  • Andi Thahir Universitas Islam Negeri Raden Intan Lampung
  • Ayu Reza Ningrum Universitas Islam Negeri Raden Intan Lampung

DOI:

https://doi.org/10.59944/jipsi.v5i3.1255

Keywords:

Game-Based Learning, minat belajar, pembelajaran IPA, sekolah dasar, Systematic Literature Review.

Abstract

This study aims to examine the effects of Game-Based Learning (GBL on elementary school students' learning interest in science education and to identify research trends and implementation factors during the 2021–2025 period. The study employed a Systematic Literature Review (SLR) following the PRISMA 2020 framework. The literature was retrieved from the Scopus and Google Scholar databases using the Publish or Perish (PoP) software. Article selection was conducted using Covidence AI to facilitate duplicate removal, title and abstract screening, and eligibility assessment in a more systematic and efficient manner. Of the 285 publications initially identified, 12 empirical studies met the inclusion criteria after the screening and eligibility assessment process. Data were analyzed using thematic qualitative analysis supported by Microsoft Excel, while VOSviewer was employed to visualize keyword co-occurrence and co authorship networks. The findings consistently demonstrate that GBL enhances students' learning interest by increasing motivation, learning engagement, attention, enjoyment, self-confidence, and scientific curiosity. Interactive digital platforms, including Kahoot, Quizizz, Scratch, Educandy, Baamboozle, and Wordwall, emerged as the most frequently implemented forms of GBL. The study concludes that GBL is an effective pedagogical approach for fostering students' affective engagement and promoting student-centered science learning in elementary schools. Furthermore, the findings provide important implications for the development of instructional design and future research on technology-enhanced learning.

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Cheung, D. (2018). The key factors affecting students’ individual interest in school science lessons. International Journal of Science Education, 40(1), 1–23. https://doi.org/10.1080/09500693.2017.1362711

Costa, M. C., Santos, P., Patrício, J. M., & Manso, A. (2021). An interactive information system that supports an augmented reality game in the context of game-based learning. Multimodal Technologies and Interaction, 5(12), 1–25. https://doi.org/10.3390/mti5120082

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Okra, R. (2023). The development of educational game-based learning media in natural science subject for elementary school students. Jurnal Inovasi Teknologi Pendidikan, 10(2), 122–132. https://doi.org/10.21831/jitp.v10i2.54890

Pradani, & Galuh, T. (2022). Penggunaan media pembelajaran wordwall untuk meningkatkan minat dan motivasi belajar siswa pada pembelajaran IPA di Sekolah Dasar. Jurnal Ilmiah Pendidikan, 1(5), 452–457. https://doi.org/https://jurnal.arkainstitute.co.id/index.php/educenter/index Penggunaan

Puspita, R. D. puspita, & Prayogi, O. (2025). Implementation of Constructivism-Based Game-Based Learning Model in Science Learning for Grade IV. Jurnal Profesi Pendidikan, 4(1), 107–114. https://doi.org/10.22460/jpp.v4i1.27441

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Renninger, K. A., & Hidi, S. E. (2022). Interest development , self-related information processing , and practice. Theory Into Practice, 61(1), 23–34. https://doi.org/10.1080/00405841.2021.1932159

Renninger, K. N., & Hidi, S. E. (2019). Interest Development and Learning. In: The Cambridge Handbook of Motivation and Learning. In Cambridge Handbooks in Psychology. Cambridge University Press. https://www.cambridge.org/core/books/abs/cambridge-handbook-of-motivation-and-learning/interest-development-and-learning/DFFCAD9790A83C5CCB07363A69B43F88

Rosydiana, E. A., Sudjimat, D. A., & Utama, C. (2023). Effect of Digital Learning Media Using Scratch Game Based Learning on Student Problem Solving Skills. Jurnal Penelitian Pendidikan IPA, 9(11), 10010–10015. https://doi.org/10.29303/jppipa.v9i11.4876

Rusevska, K., Barandovski, L., Petruševski, V. M., Naumoska, A., Tofilovska, S., & Stojanovska, M. (2024). Innovative Learning Activities for Ethnically Diverse Students in Macedonian Science Education. Center for Educational Policy Studies Journal, 14(1), 55–77. https://doi.org/10.26529/cepsj.1692

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(Vol.1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sanchez, R. ., Burgues, L. ., Ana, L.m, A., Ferrer, M. ., Ferrer, & Serna, J. (2023). education sciences Game-Based Learning and Gamification in Physical Education : Education Sciences, 13, (Vol.1) https://doi.org/doi.org10.3390

Shabira, Q., Baharudin, B., & Yanti, Y. (2024). Mapping the Literature of Technological Pedagogical and Content Knowledge (TPACK) in Elementary Education: A Bibliometric Review. Jurnal Penelitian Pendidikan IPA, 10(9), 631–643. https://doi.org/10.29303/jppipa.v10i9.8731

Sukmana, A. I. W. I. Y., Permana, A. A., & Sudatha, I. G. W. (2023). Game Based Learning Interactive Multimedia in Improving Thematic Learning Achievement of Third Grade Students. Journal for Lesson and Learning Studies, 6(Vol.2), 219–227. https://doi.org/10.23887/jlls.v6i2.60622

Susiloningsih, E., Sumantri, M. S., & Marini, A. (2023). Experiential Learning Model in Science Learning: Systematic Literature Review. Jurnal Penelitian Pendidikan IPA, 9(Vol.9), 550–557. https://doi.org/10.29303/jppipa.v9i9.4452

Timotheou, S., Miliou, O., Dimitriadis, Y., Sobrino, S. V., Giannoutsou, N., Cachia, R., Monés, A. M., & Ioannou, A. (2023). Impacts of digital technologies on education and factors influencing schools’ digital capacity and transformation: A literature review. In Education and Information Technologies (Vol. 28, Issue 6). https://doi.org/10.1007/s10639-022-11431-8

Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. In International Journal of Educational Technology in Higher Education (Vol. 14, Issue 1). International Journal of Educational Technology in Higher Education. https://doi.org/10.1186/s41239-017-0062-1

Wekerle, C., Daumiller, M., & Kollar, I. (2022). Using digital technology to promote higher education learning: The importance of different learning activities and their relations to learning outcomes. Journal of Research on Technology in Education, 54(Vol.1), 1–17. https://doi.org/10.1080/15391523.2020.1799455

Wiradarma, K. S., Suarni, N. K., & Renda, N. T. (2021). The Relationship of Learning Interest to Science Online Learning Outcomes for Third-Grade Elementary School Students. Jurnal Ilmiah Sekolah Dasar, 5(Vol.3), 425. https://doi.org/10.23887/jisd.v5i3.39544

Yaseen, H., Mohammad, A. S., Ashal, N., Abusaimeh, H., Ali, A., & Sharabati, A. A. A. (2025). The Impact of Adaptive Learning Technologies, Personalized Feedback, and Interactive AI Tools on Student Engagement: The Moderating Role of Digital Literacy. Sustainability (Switzerland), 17(Vol.3), 1–27. https://doi.org/10.3390/su17031133

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2026-08-02