Publishing Journal • Multidisciplinary Indonesian Center Journal (MICJO)

THE EFFECTIVENESS OF GAMIFIED LEARNING ENVIRONMENTS IN IMPROVING LITERACY SKILLS AMONG PRIMARY SCHOOL STUDENTS

DOI: 10.62567/micjo.v3i1.1550 Published: 30 January 2026 Pages: 41-55 (Vol. 3, No. 1) Views: 2
Authors & Researchers
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Sarah Nasution State Islamic University of Syekh Ali Hasan Ahmad Addary1
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Sri Handayani Hsb State Islamic University of Syekh Ali Hasan Ahmad Addary2
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Anita Adinda State Islamic University of Syekh Ali Hasan Ahmad Addary3

Abstract

This study aims to analyze the effectiveness of gamified learning environments in improving literacy skills among primary school students. Gamification, which incorporates game elements such as points, badges, levels, and challenges into the learning process, is considered capable of enhancing motivation and student engagement—particularly in literacy learning, which young learners often perceive as less appealing. This research employed a mixed-methods design involving students from both lower and upper primary grades as research subjects. Quantitative data were collected through literacy tests and motivation questionnaires, while qualitative data were gathered through observations and interviews. The findings reveal that gamified learning environments significantly improve students’ reading comprehension, vocabulary mastery, and reading interest. Moreover, game elements such as challenges and rewards positively influence students’ learning motivation and persistence in completing literacy tasks. These results highlight gamification as an effective and innovative approach to enhancing literacy skills, making it a valuable strategy for integration into primary school instruction.

Indexing Journal

Multidisciplinary Indonesian Center Journal (MICJO) Cover

Multidisciplinary Indonesian Center Journal (MICJO)

ISSN: 3032-2472 Publisher: PT. Jurnal Center Indonesia Publisher