Integrating Gamification in LMS to Enhance Self-Directed Learning and Learning Outcomes in Social Education

The integration of gamification in learning management systems (LMS) has gained traction as a strategy to enhance learning outcomes and promote self-directed learning (SDL); however, existing studies often lack a comprehensive understanding of its specific impacts on student engagement and SDL behaviours in the context of social education. Addressing this gap, this study aims to explore the effects of gamified LMS on learning outcomes and SDL dimensions, self-management, self-motivation, and self-control. A sequential mixed-methods approach was employed, involving 60 undergraduate students in the social education program at Universitas Negeri Surabaya, Indonesia. Quantitative data were collected through pre- and post-tests on learning outcomes and an SDL questionnaire, while qualitative insights were obtained via in-depth interviews. Findings revealed significant improvements in learning outcomes, with students demonstrating better mastery of course content. In terms of SDL, notable gains were observed in self-motivation and self-control, although challenges persisted in maintaining consistent self-management among some participants. Negative insights included technical difficulties and varying levels of digital literacy, both of which affected engagement. These findings suggest that gamified LMS can effectively enhance educational experiences but require tailored support to address individual learner needs. Implications include the need for adaptive gamification designs and instructor facilitation to maximize SDL behaviours.

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Publication Details

Journal
Journal of Teaching and Learning
Published
2026-01-12
DOI
https://doi.org/10.22329/jtl.v20i1.9885
Primary Topic
Educational Games and Gamification
Type
article
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article

Integrating Gamification in LMS to Enhance Self-Directed Learning and Learning Outcomes in Social Education

Izzatul Fajriyah, Ibadullah Malawi, Sudarmiani
Journal of Teaching and Learning
Educational Games and Gamification
article

Integrating Gamification in LMS to Enhance Self-Directed Learning and Learning Outcomes in Social Education

Izzatul Fajriyah, Ibadullah Malawi, Sudarmiani
article en

Abstract

The integration of gamification in learning management systems (LMS) has gained traction as a strategy to enhance learning outcomes and promote self-directed learning (SDL); however, existing studies often lack a comprehensive understanding of its specific impacts on student engagement and SDL behaviours in the context of social education. Addressing this gap, this study aims to explore the effects of gamified LMS on learning outcomes and SDL dimensions, self-management, self-motivation, and self-control. A sequential mixed-methods approach was employed, involving 60 undergraduate students in the social education program at Universitas Negeri Surabaya, Indonesia. Quantitative data were collected through pre- and post-tests on learning outcomes and an SDL questionnaire, while qualitative insights were obtained via in-depth interviews. Findings revealed significant improvements in learning outcomes, with students demonstrating better mastery of course content. In terms of SDL, notable gains were observed in self-motivation and self-control, although challenges persisted in maintaining consistent self-management among some participants. Negative insights included technical difficulties and varying levels of digital literacy, both of which affected engagement. These findings suggest that gamified LMS can effectively enhance educational experiences but require tailored support to address individual learner needs. Implications include the need for adaptive gamification designs and instructor facilitation to maximize SDL behaviours.

Journal of Teaching and LearningVol. 20(1)
Universitas Negeri Surabaya (ID), Universitas PGRI Madiun (ID)
Quality Education
Openalex Percentile: Top 91%
Educational Games and Gamification
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