The Effectiveness of Gamification Models in Increasing STEAM Learning Motivation Engagement in Early Childhood

Authors

  • Anik Nurul Hidayah Universitas Negeri Malang
  • Dedi Kuswandi Universitas Negeri Malang
  • Pramono Universitas Negeri Malang

DOI:

https://doi.org/10.24269/jin.v11i1.13080

Keywords:

STEAM, Gamification, Learning motivation, Engagement

Abstract

Early childhood learning should be grounded in the principle of learning through play, which emphasizes active engagement and direct experience. However, learning practices in early childhood education institutions are still dominated by conventional, teacher-centered approaches, resulting in low levels of children’s interest, motivation, and learning engagement.  This study aims to develop a gamification-based project learning model incorporating STEAM (Science, Technology, Engineering, Art, and Mathematics) and to test its effectiveness in increasing children's motivation and engagement in learning.. This research employed a Research and Development (R&D) method using the ADDIE procedure, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were Group B children at TK PKK 4, Pasuruan Regency. Data were collected through observation, interviews, and documentation. The feasibility of the learning model was evaluated through validation by subject matter experts, instructional design experts, and media experts. The effectiveness of the model was tested using a pre-experimental design by analyzing the improvement scores through N-Gain based on pretest and posttest results of children’s motivation and learning engagement. The results showed that the gamification-based STEAM learning model was valid and feasible for use, with subject matter expert validation reaching 79.4% (valid) and instructional design expert validation reaching 96.6% (very valid), along with media design revisions based on expert feedback. The implementation of gamification elements such as missions, points, challenges, and badges effectively increased children’s interest and active participation in learning activities. The N-Gain score of 0.5 indicated a moderate improvement in children’s motivation and learning engagement. Therefore, the gamification-based STEAM learning model is effective in enhancing motivation and learning engagement in early childhood education.

Downloads

Download data is not yet available.

References

Andhianto, P. A., Fitriani, Y., & Nuroniah, P. (2024). Penerapan pembelajaran STEAM berbasis proyek penguatan profil pelajar pancasila (P5) di satuan PAUD. Murhum: Jurnal Pendidikan Anak Usia Dini, 5(1), 314–326.

Dinihari, Y., Rafli, Z., & Boeriswati, E. (2024). Literasi dan gamifikasi pedagogi. Penerbit Adab.

Erlangga, S. Y., Kuncoro, K. S., Ardilla, N., Winingsih, P. H., Lapiana, U. N. B., Yektyastuti, R., & Fitri, A. (2024). Psikologi Pendidikan. EDUPEDIA Publisher, 1–136.

Fauziyah, N. R., Fatah, M. F., & Mahmuda, R. (2025). TRANSFORMASI PEMBELAJARAN DENGAN GAMIFIKASI STRATEGI UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA. Dar El-Ilmi: Jurnal Studi Keagamaan, Pendidikan Dan Humaniora, 12(1), 15–25.

Isnaningrum, I., & Marliani, N. (2025). Penggunaan Steam Untuk Pendidikan Anak Usia Dini. SAMBARA: Jurnal Pengabdian Kepada Masyarakat, 3(2), 456–464.

Jasmaniah, J., Zuhra, F., Rahma, R., Ekamaida, E., & Nur, F. M. (2025). PEMBELAJARAN STEAM DI SEKOLAH DASAR (Integrasi Sains, Teknologi, Rekayasa, Seni, dan Matematika untuk Pembelajaran Abad 21). Serasi Media Teknologi.

Kertati, I., Muhammadiah, M. ud, Zamista, A. A., Rahman, A. A., Yendri, O., Pratama, A., Rusmayadi, G., Nurhayati, K., Zebua, R. S. Y., & Artawan, P. (2023). Model & metode pembelajaran inovatif era digital. PT. Sonpedia Publishing Indonesia.

Mahbubi, M. (2025). Analisis Implementasi Pembelajaran Berbasis Gamifikasi Pada Peningkatan Motivasi Belajar Siswa. Al-Abshor: Jurnal Pendidikan Agama Islam, 2(1), 286–294.

Mansoer, Z., Mappapoleonro, A. M., & Pawitri, A. (2025). Literasi Steam dalam Mengembangkan Keterampilan Berfikir Kritis Anak Usia Dini. Jurnal Kolaboratif Sains, 8(1), 249–263.

Marwiyah, M. (2022). Analisis pembelajaran steam (science, technology, engineering, art, and mathematics) untuk menanamkan keterampilan 4c (communication, collaboration, critical thinking and problem solving, dan creativity and innovation) pada anak usia dini. UNIVERSITAS ISLAM NEGERI SULTAN SYARIF KASIM RIAU.

Moyo, K., Safariningsih, R. T. H., Baso, F. A., & Sunanto, S. (2025). Assessing the Effectiveness of Gamified Learning Tools in Preschool Classrooms. Jurnal MENTARI: Manajemen, Pendidikan Dan Teknologi Informasi, 4(1), 63–73.

Ocha, F. A., & Laksana, S. D. (2025). Transformasi Pendidikan Anak Usia Dini dan Sekolah Dasar melalui Gamifikasi Digital: Solusi Kreatif untuk Meningkatkan Keterlibatan dan Prestasi Belajar. Journal of Early Childhood Education Studies, 5(1), 208–233.

Pramono, P., Nurhasan, N., & Kusnanik, N. W. (2017). Analysis of Learning Process in Early Childhood Age 4-5 Years Old. 3rd International Conference on Education and Training (ICET 2017), 229–234.

Purba, A. Z., Nasution, F. H., Parapat, K. M., Jannah, M., & Ulkhaira, N. (2024). Gamifikasi dalam pendidikan: Meningkatkan motivasi dan keterlibatan siswa. Maximal Journal: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya Dan Pendidikan, 1(5), 299–305.

Srimuliyani, S. (2023). Menggunakan teknik gamifikasi untuk meningkatkan pembelajaran dan keterlibatan siswa di kelas. EDUCARE: Jurnal Pendidikan Dan Kesehatan, 1(1), 29–35.

Suryaningsih, N. M. A. (2024). Studi Literatur: Implementasi Experiential Learning Terhadap Kemampuan 4C Anak Usia Dini. Aulad: Journal on Early Childhood, 7(3), 820–827.

Zuhriyah, D. E. F., Mamesah, M. F. A. S. I., Ramadhani, N. R. F., Auliarahma, S., Khoiruna, N. B., Munjiyat, S. N., Nabila, S., & Royyan, N. N. (2025). Analisis Filsafat Pendidikan John Dewey Melalui Konsep Learning by Doing dalam Pendidikan Modern. Indonesian Journal of Multidisciplinary Studies, 1(3), 1–20.

Downloads

Published

2026-03-30

Issue

Section

Artikel