MAPPING EDUCAPLAY FEATURES ACCORDING TO GAMIFICATION ELEMENTS TO SUPPORT DIGITAL LEARNING DESIGN

Authors

  • Ayu Rulyani Universitas Negeri Medan Author
  • Mhd. Ihsan Syahaf Nasution Universitas Negeri Medan Author
  • Rivie Selvianti Universitas Negeri Medan Author
  • Putri Harapani Berutu Universitas Negeri Medan Author
  • Henti Putriani Hasibuan Universitas Negeri Medan Author
  • Wenti Susanti Universitas Islam Negeri Sumatera Utara Author

DOI:

https://doi.org/10.62710/k1dn0w29

Keywords:

Educaplay, Gamification, Digital Learning

Abstract

Digital transformation encourages the use of interactive learning media to create engaging and meaningful learning experiences. Educaplay, as a game-based learning platform, provides a variety of features that have the potential to support the application of gamification in digital learning. This research aims to map Educaplay's features based on Karl Kapp's gamification elements and identify its potential in supporting digital learning design. The research uses a descriptive qualitative approach with qualitative content analysis methods. Data were collected through non-participatory observation, documentation, and literature study, then analyzed deductively through coding and categorization processes. The research results show that the 20 features of Educaplay include elements of goals, rules, feedback, reward, time, aesthetics, challenge, and replay, while levels, storytelling, and competition/cooperation are more dependent on the educator's design. The main findings of the research affirm that Educaplay is not a finished gamification design, but rather a platform that provides mechanisms to build gamified learning experiences. The role of educators remains a crucial factor in determining objectives, rules, levels of challenge, context, activity sequences, forms of rewards, and feedback strategies. Therefore, the selection of Educaplay features should be based on the alignment between gamification elements and learning objectives, rather than solely on gameplay or visual appeal

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Author Biographies

  • Ayu Rulyani, Universitas Negeri Medan

    Prodi Pendidikan Antropologi, Fakultas Ilmu Sosial

  • Mhd. Ihsan Syahaf Nasution, Universitas Negeri Medan

    Pendidikan Sejarah, Fakultas Ilmu Sosial

  • Rivie Selvianti, Universitas Negeri Medan

    Prodi Pendidikan Antropologi, Fakultas Ilmu Sosial

  • Putri Harapani Berutu, Universitas Negeri Medan

    Prodi Pendidikan Antropologi, Fakultas Ilmu Sosial

  • Henti Putriani Hasibuan, Universitas Negeri Medan

    Prodi Pendidikan Antropologi, Fakultas Ilmu Sosial

  • Wenti Susanti, Universitas Islam Negeri Sumatera Utara

    Prodi Tadris IPS, Fakultas Ilmu Tarbiyah dan Keguruan

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Published

02-10-2026

How to Cite

Rulyani, A., Nasution, M. I. S. ., Selvianti, R. ., Berutu, P. H. ., Hasibuan, H. P. ., & Susanti, W. . (2026). MAPPING EDUCAPLAY FEATURES ACCORDING TO GAMIFICATION ELEMENTS TO SUPPORT DIGITAL LEARNING DESIGN. CARONG: Jurnal Pendidikan, Sosial Dan Humaniora, 3(4), 1786-1798. https://doi.org/10.62710/k1dn0w29