Implementation of Problem Based Learning with Gamification Approach

The 21st century learning presents significant challenges in the learning process. In this context, critical thinking, creativity, collaboration and communication skills are important skills that students must master. This study aims to explore the implementation of Problem-Based Learning (PBL) integrated with a gamification approach as a solution to improve 21st century skills in students. This research uses the systematic literature review (SLR) method with the inclusion criteria of review articles published within the last 5 years and covers the research area of gamification in Problem-Based Learning (PBL) to improve 21st century skills. Problem-Based Learning (PBL) provides meaningful learning experiences through learning activities that are relevant to the real world and can encourage students to actively participate in the learning process. However, there are challenges in maintaining the consistency of students' motivation and active involvement in learning. The implementation of PBL with a gamification approach is proven to show a significant increase in students' critical, creative and collaborative skills. However, in this context, educators' skills in designing learning by incorporating gamification elements are important factors in determining the success of gamification. The results of this study are expected to contribute positively to the development of effective and joyful learning models. It is also expected that the results of the research can provide recommendations for the creation of an interactive learning environment and support the achievement of mastery of 21st century skills in students.

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Publication Details

Journal
IJESS International Journal of Education and Social Science
Published
2024-10-31
DOI
https://doi.org/10.56371/ijess.v5i2.364
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.78
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article

Implementation of Problem Based Learning with Gamification Approach

Otto Fajarianto, Aditya Ramadhan, Tristania Handikaningtyas, Ponasari Baron Mutiara Kenya et al.
1 citations
IJESS International Journal of Education and Social Science
Educational Methods and Media Use
0.78
article

Implementation of Problem Based Learning with Gamification Approach

Otto Fajarianto, Aditya Ramadhan, Tristania Handikaningtyas, Ponasari Baron Mutiara Kenya, Titim Nurlia
article en
1 citations

Abstract

The 21st century learning presents significant challenges in the learning process. In this context, critical thinking, creativity, collaboration and communication skills are important skills that students must master. This study aims to explore the implementation of Problem-Based Learning (PBL) integrated with a gamification approach as a solution to improve 21st century skills in students. This research uses the systematic literature review (SLR) method with the inclusion criteria of review articles published within the last 5 years and covers the research area of gamification in Problem-Based Learning (PBL) to improve 21st century skills. Problem-Based Learning (PBL) provides meaningful learning experiences through learning activities that are relevant to the real world and can encourage students to actively participate in the learning process. However, there are challenges in maintaining the consistency of students' motivation and active involvement in learning. The implementation of PBL with a gamification approach is proven to show a significant increase in students' critical, creative and collaborative skills. However, in this context, educators' skills in designing learning by incorporating gamification elements are important factors in determining the success of gamification. The results of this study are expected to contribute positively to the development of effective and joyful learning models. It is also expected that the results of the research can provide recommendations for the creation of an interactive learning environment and support the achievement of mastery of 21st century skills in students.

IJESS International Journal of Education and Social ScienceVol. 5(2)
State University of Malang (ID), Jakarta State Polytechnic (ID)
Openalex Percentile: Top 17%
Educational Methods and Media Use
0.78
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