Elementary School Curriculum
The research involved 115 fifth-grade students from a private primary school. All participants used the Scratch-based learning application during classroom activities. Students completed a pretest before the intervention and a posttest afterward to measure changes in academic performance. Researchers also distributed questionnaires to evaluate students’ cognitive, emotional, and behavioral engagement during the learning process.
Research Methods for Improving Learning Motivation
In this study, students first took a pretest to assess their initial proficiency. Afterward, they learned using a gamification-based Scratch application developed by the researchers. Once the learning process was complete, the students took a posttest and completed a learning engagement questionnaire. The application used was designed based on the MDA model—Mechanics, Dynamics, and Aesthetics. In terms of mechanics, the system features game rules such as a +4 score for correct answers and a −1 for incorrect answers, game levels, achievement badges, and a leaderboard. In terms of dynamics, students actively interact with the system through challenges and player-versus-player competitions. Meanwhile, the aesthetics aspect provides an enjoyable emotional experience through interactive visuals and audio feedback.
Research Findings on Enhancing Learning Motivation
The researchers highlighted the importance of the MDA framework in the success of the application. In the study:
- Mechanics referred to rules, scoring systems, badges, and levels.
- Dynamics referred to student interactions and participation during gameplay.
- Aesthetics referred to emotional experiences such as enjoyment, satisfaction, and challenge.
Effects and Implications of Enhancing Learning Motivation
The implications of the study extend beyond one classroom or school. The researchers suggest that gamified learning systems could help schools modernize teaching strategies and improve educational quality, especially in technology-oriented learning environments. Teachers may also benefit from gamification as a practical method for increasing classroom participation and sustaining student attention. The study recommends that educators integrate more game-based learning approaches into primary education. Researchers also encourage future developers to expand Scratch-based educational applications with adaptive learning systems, collaborative features, and artificial intelligence tools that can personalize learning experiences for students.
Author Profiles
Agustinus Sembiring is a researcher from Pradita University specializing in digital learning media, gamification, and educational technology.
Heni Jusuf is affiliated with National University and focuses on digital education and learning innovation.
Handri Santoso is a researcher at Pradita University with expertise in interactive educational media and technology-enhanced learning systems.
Sources
Agustinus Sembiring, Heni Jusuf, Handri Santoso. 2026. Effects of Scratch Gamification with MDA on Students’ Engagement and Learning Outcomes. Formosa Journal of Computer and Information Science, Vol. 5 No. 1 Tahun 2026.
DOI: https://doi.org/10.55927/fjcis.v5i1.16434
URL: https://journal.formosapublisher.org/index.php/fjcis

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