OriginalPaper | Open access | Published: August 31, 2026

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

Dewi Satria Ahmar, Tri Santoso, Jamaludin, Muhammad Fath Azzajjad
Journal of Applied Science, Engineering, Technology, and Education, Vol. 8 No. 2 (2026), pp. 387-399 https://doi.org/10.35877/454RI.asci4702 Published: 2026-08-31
Get Permissions

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

Downloads

Download data is not yet available.

References (56)

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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

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

Copyright & license

Copyright (c) 2026 Dewi Satria Ahmar, Tri Santoso, Jamaludin, Muhammad Fath Azzajjad (Author)