Published: 2026-08-31

Game On for SDGs: Gamification Levels Joyful & Mindful 21st-Century Learning

  • Dewi Satria Ahmar – Department of Chemistry Education, Tadulako University, Indonesia, Indonesia ORCID
  • Tri Santoso – Department of Chemistry Education, Tadulako University, Indonesia, Indonesia
  • Jamaludin – Department of Pancasila and Civic Education, Tadulako University, Indonesia, Indonesia
  • Muhammad Fath Azzajjad – Department of Chemistry Education, Universitas Sembilanbelas November Kolaka, Indonesia, Indonesia ORCID
4 views 0 downloads

Abstract

This research examines the maturity level of gamification in promoting joyful and mindful learning among 418 senior high school students in Palu, Central Sulawesi, utilising the G.E.A.R. framework and its connection to SDG 4 (Quality Education). Utilising a descriptive-comparative survey strategy, the study indicates that all schools are situated at Level 3.0 (Engaged Integrators), achieving only 64–67% of the optimal score. Urban schools had somewhat higher perception means than rural schools (M = 76.21 vs. 74.03), and the differences between the two types of schools were statistically significant (F(4,413) = 7.14, p < .001). Collaboration and reflection were the strongest aspects, while competition and autonomy were the worst, especially in rural areas. The results show that there is still a plateau at middle maturity and differences between urban and rural areas, but they also show that there are pockets of resilience in rural schools. This study presents a localised urban-rural gamification model for developing contexts and advocates for specific “breakout strategies” emphasising autonomy, equitable competition, and infrastructure fairness to advance practices to Level 4.0 and expedite the attainment of inclusive Sustainable Development Goal 4.

Keywords

GamificationJoyful LearningMindful LearningSDG 4Urban-Rural Disparity

Downloads

Download data is not yet available.

Downloads

Download data is not yet available.

References

Afkar, M., Gholami, A., Gavagsaz-Ghoachani, R., Phattanasak, M., & Pierfederici, S. (2024). Sustainable Education for Sustainable Future: Art of Storytelling for Enhancing Creativity, Knowledge Retention on the Acme of Successful Education. IEEE Access, 12. https://doi.org/10.1109/ACCESS.2024.3432030
Almeida, C., Kalinowski, M., Uchôa, A., & Feijó, B. (2023). Negative effects of gamification in education software: Systematic mapping and practitioner perceptions. Information and Software Technology, 156. https://doi.org/10.1016/j.infsof.2022.107142
Ananda, N. P., Rahmah, F. T., & Ramdhani, A. R. (2024). Using gamification in education: Strategies and impact. Hipkin Journal of Educational Research, 1(1). https://doi.org/10.64014/hipkin-jer.v1i1.7a
Araújo, D. C., Carvalho, L. R. S., Adriano, L. G. de O., Ferreira, R. de S. A., Rocha, G. S. T., Aquino, P. de S., Abreu, V. S. M., & Jorge, H. M. F. (2025). Development and validation of an interprofessional protocol for high-risk prenatal care. Revista Brasileira de Enfermagem, 78(1). https://doi.org/10.1590/0034-7167-2023-0197
Asrianingsih, Abdul Latief, J., Suyuti, Misnah, Najamuddin, L., & Sadi, H. (2023). Interest and Achievement of Learning In History Subject Through Implementation of Practice Field Experience Students of SMK Muhammadiyah 1 Palu in Central Sulawesi Museum. Journal of Scientific Research, Education, and Technology (JSRET), 2(1). https://doi.org/10.58526/jsret.v2i1.72
Ayu Ramantari, P. A., Astra Wesnawa, I. G., & Dwipayana, M. (2025). Comparative Study of Learning Activities between High School Students in Rural and Urban Physiographic Terrain in Geography Learning in Badung Regency. Journal of English Language and Education, 10(3). https://doi.org/10.31004/jele.v10i3.904
Bassanelli, S., Vasta, N., Bucchiarone, A., & Marconi, A. (2022). Gamification for behavior change: A scientometric review. Acta Psychologica, 228. https://doi.org/10.1016/j.actpsy.2022.103657
Cabanillas-García, J. L. (2025). The Application of Active Methodologies in Spain: An Investigation of Teachers’ Use, Perceived Student Acceptance, Attitude, and Training Needs Across Various Educational Levels. Education Sciences, 15(2). https://doi.org/10.3390/educsci15020210
Caputo, E. L., Feter, N., Alt, R., Leite, J. S., Rodrigues, A. N., Dumith, S. C., & da Silva, M. C. (2021). Increasing physical activity by Gamification among Brazilian high school students: a pilot study. Revista Brasileira de Atividade Fisica e Saude, 26. https://doi.org/10.12820/rbafs.26e0230
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2024). Using gamification to support learning in K-12 education: A systematic literature review. In British Journal of Educational Technology (Vol. 55, Number 1). https://doi.org/10.1111/bjet.13335
Demir Bozkurt, F., & Özdemir, S. (2023). Validity and reliability of a Turkish version of the human papillomavirus knowledge scale: a methodological study. Journal of the Turkish-German Gynecological Association, 24(3). https://doi.org/10.4274/jtgga.galenos.2023.2022-10-9
Domínguez-González, J. A., Reigal, R. E., Morales-Sánchez, V., & Hernández-Mendo, A. (2024). Analysis of the Sports Psychological Profile, Competitive Anxiety, Self-Confidence and Flow State in Young Football Players. Sports, 12(1). https://doi.org/10.3390/sports12010020
Dr Asmara Shafqat, Asad Ali Babar, & Noor Ul Ain Sahito. (2025). “GAMIFYING ENGLISH LANGUAGE LEARNING THROUGH ARTIFICIAL INTELLIGENCE: ENHANCING ENGAGEMENT AND ACHIEVEMENT AMONG SECONDARY STUDENTS.” Qualitative Research Journal for Social Studies, 2(3). https://doi.org/10.63878/qrjs375
Emerson, R. W. (2022). ANOVA Assumptions. In Journal of Visual Impairment and Blindness (Vol. 116, Number 4). https://doi.org/10.1177/0145482X221124187
Fernández-Arias, P., Sánchez-Jiménez, M., Antón-Sancho, Á., Nieto-Sobrino, M., & Vergara, D. (2025). Digital Competence of Rural Teachers in Depopulated Regions of Spain: A Bibliometric Review. In European Journal of Investigation in Health, Psychology and Education (Vol. 15, Number 1). https://doi.org/10.3390/ejihpe15010005
Ferrín, M., García-Albacete, G., & Sánchez-Vítores, I. (2022). How long does it take to admit that you do not know? Gender differences in response time to political knowledge questions. Research and Politics, 9(3). https://doi.org/10.1177/20531680221117454
Guisadio, R. G., Tordos, A. J., Pocdol, M., Taboada, F. Lou, Petin, Y. K., Asentista, L., Sumampong, L. J., Catacutan, F., Catamco, E. G., Delatado, K., Lerio, A., Villanueva, M. L., & Cabello, C. (2025). Gamified Elements in Philippine Education: A Systematic Review. Psychology and Education: A Multidisciplinary Journal, 44(1). https://doi.org/10.70838/pemj.440109
Hanifah, H., Nengah Suastika, I., & Bagus Sanjaya, D. (2025). A Systematic Review of Gamification-Based Learning Resources in Civic Education: Enhancing Student Engagement and Civic Competence. Jurnal Profesi Pendidikan, 4(1). https://doi.org/10.22460/jpp.v4i1.27520
Hariyadi, S., Nugraheni, E., Antika, E., & Afriwilda, M. (2023). How common Is online game use addiction? a prevalence and motives study among undergraduate students. European Journal of Psychological Research, 10(4).
Howell, R. (2025). Quest: Journey Through the Lifespan: Gamified Learning for Engagement, Empathy, and Real-World Application. European Conference on Games Based Learning, 19(1). https://doi.org/10.34190/ecgbl.19.1.4214
Husnul Haq, & Wakidi. (2024). Evaluation of the Implementation of the Merdeka Belajar Curriculum in Secondary Schools in the Digital Era. International Journal of Post Axial: Futuristic Teaching and Learning. https://doi.org/10.59944/postaxial.v2i4.391
Jamilah, J. (2025). Improving Learning Outcomes and Student Motivation Through Quizizz Mobile. Indonesian Journal of Innovation Studies, 26(3). https://doi.org/10.21070/ijins.v26i3.1458
Jaramillo-Mediavilla, L., Basantes-Andrade, A., Cabezas-González, M., & Casillas-Martín, S. (2024). Impact of Gamification on Motivation and Academic Performance: A Systematic Review. In Education Sciences (Vol. 14, Number 6). https://doi.org/10.3390/educsci14060639
Javdani, S., Larsen, S. E., Allen, N. E., Blackburn, A. M., Griffin, B., & Rieger, A. (2023). Mixed methods in community psychology: A values-forward synthesis. American Journal of Community Psychology, 72(3–4). https://doi.org/10.1002/ajcp.12703
Jeet, G., & Pant, S. (2023). Creating Joyful Experiences for Enhancing Meaningful Learning and Integrating 21st Century Skills. International Journal of Current Science Research and Review, 06(02). https://doi.org/10.47191/ijcsrr/v6-i2-05
Kaban, A. (2021). Views on the Usage of Social Media Tools in School-Family Communication. International Journal of Technology in Education, 4(3). https://doi.org/10.46328/ijte.118
Kapp, K. M. (2019). The gamification of learning and instruction?: game-based methods and strategies for training and education. In Sustainability (Switzerland) (Vol. 11, Number 1).
Kevin, W., & Dan, H. (2012). For the Win: How Game Thinking Can Revolutionize Your Business - Kevin Werbach, Dan Hunter - Google Libros. In Wharton Digital Press.
Khosravi, M., Ravangard, R., Marzaleh, M. A., Kavosi, Z., Shojaei, P., Gooshki, E. S., & Delavari, S. (2025). Psychometrics of a Persian patient centered care scale for chronic diseases. Journal of Education and Health Promotion, 14(1). https://doi.org/10.4103/jehp.jehp_1013_24
Lampropoulos, G., & Kinshuk. (2024). Virtual reality and gamification in education: a systematic review. Educational Technology Research and Development, 72(3). https://doi.org/10.1007/s11423-024-10351-3
Lee, J. Y., & Baek, M. (2023). Effects of Gamification on Students’ English Language Proficiency: A Meta-Analysis on Research in South Korea. In Sustainability (Switzerland) (Vol. 15, Number 14). https://doi.org/10.3390/su151411325
Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2). https://doi.org/10.1007/s11423-023-10337-7
Marshall, R., Bradbury, A., Morgan, N., Pineda, K., Hayes, D., Burton, A., Sonke, J., & Fancourt, D. (2025). Social prescribing in the USA: emerging learning and opportunities. In The Lancet Public Health (Vol. 10, Number 6). https://doi.org/10.1016/S2468-2667(25)00066-0
Meylani, R. (2025). Gamification and Game-Based Learning in Mathematics Education for Advancing SDG 4: a Systematic Review and Qualitative Synthesis of Contemporary Research Literature. Journal of Lifestyle and SDGs Review, 5(2). https://doi.org/10.47172/2965-730x.sdgsreview.v5.n02.pe04567
NTUMI, S. (2021). Reporting and Interpreting One-Way Analysis of Variance (ANOVA) Using a Data-Driven Example: A Practical Guide for Social Science Researchers. Journal of Research in Educational Sciences, 12(14). https://doi.org/10.14505/jres.v12.14.04
Nurcahyoko, K., Anniurwanda, P., & Sudirjo, E. (2024). Investigating the Factors Influencing Literacy Skills among Young Students in Rural Areas of Indonesia. Language Circle: Journal of Language and Literature, 18(2). https://doi.org/10.15294/lc.v18i2.50287
Oliveira, R. P., de Souza, C. G., Reis, A. da C., & de Souza, W. M. (2021). Gamification in e-learning and sustainability: A theoretical framework. In Sustainability (Switzerland) (Vol. 13, Number 21). https://doi.org/10.3390/su132111945
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. Education and Information Technologies, 28(1). https://doi.org/10.1007/s10639-022-11122-4
Patras, Y. E., Hidayat, R., & Mulyawati, Y. (2023). A Need Analysis for The Development of Multicultural Learning Model Based on Local Wisdom Integrated Gamification?: Public Schools and Female Teachers Need More. Jurnal Kependidikan: Jurnal Hasil Penelitian Dan Kajian Kepustakaan Di Bidang Pendidikan, Pengajaran Dan Pembelajaran, 9(4). https://doi.org/10.33394/jk.v9i4.8974
Rafiq-uz-Zaman, M. (2023). The Impact of Digital Literacy on Students’ Learning Outcomes: A Comprehensive Review. Inverge Journal of Social Sciences, 2(2). https://doi.org/10.63544/ijss.v2i2.210
Reiter, M. (2025). Gamification in Education: Effectiveness and Impact on Student Motivation. Acta Educationis Generalis, 15(s1). https://doi.org/10.2478/atd-2025-0013
Riski, M. F., & Nasution, T. (2025). Enhancing Social Studies Learning Motivation Through Quizizz-Based Technology. Journal of General Education and Humanities, 4(3). https://doi.org/10.58421/gehu.v4i3.579
Rohimajaya, N. A., Hartono, R., Yuliasri, I., & Fitriati, S. W. (2025). Crafting an English Ebook for the Merdeka Curriculum: Insights from Indonesian High School Teachers. Journal of Curriculum and Teaching, 14(1). https://doi.org/10.5430/jct.v14n1p90
Sansyzbayev, A., Kadirbayeva, R., Daiyrbekov, S., & Zhetpisbayeva, G. (2025). Applying Gamification Technology to Enhance Student Engagement in High School Mathematics. International Journal of Information and Education Technology, 15(7). https://doi.org/10.18178/ijiet.2025.15.7.2341
Satria Ahmar, D., & Azzajjad, M. F. (2025). Integrasi Gamifikasi dan Video Animasi dalam Model PBL …. Science Education Research Journal, 4(1), 1–10. https://doi.org/10.47945/searchv4ì1.1930
Shawalludin, S., Hassan, N., & Jamaludin, J. (2024). Gamification and Graphic Design: A Study of Malaysia’s Cross-Cultural Traditional Board Games. International Journal of Research and Innovation in Social Science, VIII(X). https://doi.org/10.47772/ijriss.2024.8100086
Sotos-Martínez, V. J., Ferriz-Valero, A., García-Martínez, S., & Tortosa-Martínez, J. (2024). The effects of gamification on the motivation and basic psychological needs of secondary school physical education students. Physical Education and Sport Pedagogy, 29(2). https://doi.org/10.1080/17408989.2022.2039611
Sun, D., Looi, C. K., Yang, Y., & Jia, F. (2025). Exploring students’ learning performance in computer-supported collaborative learning environment during and after pandemic: Cognition and interaction. British Journal of Educational Technology, 56(1). https://doi.org/10.1111/bjet.13492
Taqiyya, W., Utami, R. D., Samsuri, M., & Siswanto, H. (2025). Strategies of Deep Learning to Foster Meaningful and Sustainable Education in the 21st Century. Journal of Deep Learning. https://doi.org/10.23917/jdl.v1i2.11609
Thomas, N. J., & Baral, R. (2023). Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education. International Journal of Management Education, 21(1). https://doi.org/10.1016/j.ijme.2022.100718
Toda, A., Klock, A. C. T., Pereira, F. D., Rodrigues, L. A., Palomino, P. T., & Lopes, V. (2022). Towards the understanding of cultural differences in between gamification preferences: A data-driven comparison between the US and Brazil. Proceedings of the 15th International Conference on Educational Data Mining, EDM 2022. https://doi.org/10.5281/zenodo.6853030
Torres Sánchez, A. Y. (2024). Gamificación en educación secundaria latinoamericana: Impacto en eficiencia interna, desafíos y oportunidades de mejora. Pedagogical Constellations, 3(1). https://doi.org/10.69821/constellations.v3i1.36
Uchima-Marin, C., Ospina, J., Ospina, V., Salvador-Acosta, L., & Acosta-Vargas, P. (2025). Design and Implementation of a Gamified Math Game for Learning Whole Numbers in Secondary Education Using Genially. Sustainability (Switzerland), 17(21). https://doi.org/10.3390/su17219759
Werbach, K. (2015). Hunter (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.
Zairon, I. Y., Tengku Wook, T. S. M., M. Salleh, S., & Dahlan, H. A. (2025). Adaptive gamification in collaborative virtual classroom: a systematic review. PeerJ Computer Science, 11. https://doi.org/10.7717/peerj-cs.3146
Zishiri, C., Mataruka, L., Jekese, G., & Machiridza, E. R. (2025). Rural-Urban Digital Divide Discourse: Exploring the Efficacy of Game-Based Learning in Early Childhood Development in Zimbabwe. International Journal of Research and Innovation in Social Science, IX(IIIS). https://doi.org/10.47772/ijriss.2025.903sedu0064
Copyright & Open Access Policy
Copyright (c) 2026 Dewi Satria Ahmar, Tri Santoso, Jamaludin, Muhammad Fath Azzajjad (Author)

Galleys

Article Metrics

4
views
0
downloads
Dimensions

Issue

Vol. 8 No. 2 (2026)

Section: Articles pp. 387-399

How to Cite

Ahmar, D. S., Santoso, T., Jamaludin, J., & Azzajjad, M. F. (2026). Game On for SDGs: Gamification Levels Joyful & Mindful 21st-Century Learning. Journal of Applied Science, Engineering, Technology, and Education, 8(2), 387–399. https://doi.org/10.35877/454RI.asci4702

Share This Article