MAPPING EDUCAPLAY FEATURES ACCORDING TO GAMIFICATION ELEMENTS TO SUPPORT DIGITAL LEARNING DESIGN
DOI:
https://doi.org/10.62710/k1dn0w29Keywords:
Educaplay, Gamification, Digital LearningAbstract
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
Downloads
References
Chastanti, I., Layyinnati, I., Srimulat, F. E., Fiqri, C. I., & Syafriyeti, R. (2024). Inovasi Pembelajaran Dan Pendidikan Teknologi Untuk Peningkatan Kualitas Pendidikan. CV. Bildung Nusantara. https://eprints.umm.ac.id/id/eprint/6308/
Intan, D. Z. B. S. N., Prasetya, S. P., Prastiyono, H., & Riyadi, R. (2025). Pengaruh Media Gamifikasi Pada Platform Educaplay Terhadap Self-Efficacy Dan Motivasi Belajar Peserta. Dialektika Pendidikan IPS, 5(2), 129–141.
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Kapp, K. (2014). Separating Fact From Fiction.
Ramdani, F., Millah, D., Solekha, I., Áisy, R. R., & Uyuni, Y. R. (2026). Pemanfaatan Teknologi Digital untuk Meningkatkan Kualitas Pembelajaran di Era Modern. (2).
Rulyani, A., Sitompul, A., sa’diyah, H., Ramadhan, T., Putra, M., & Siregar, G. J. S. (2025). Pengembangan Buku Ajar Microteaching Berbasis Gamification Untuk Meningkatkan Kreativitas Mengajar Mahasiswa Sebagai Calon Guru. Jurnal ParadigmA: Journal of Sociology Research and Education, 6(2), 906–914.
Rulyani, A., Sitompul, A., Sa‘diyah, H., Ramadhan, T., Putra, M., & Nurjannah, S. (2026). Analysis of Gamification Forms in the Microteaching Practices of Anthropology Education Students. Proceedings of the 7th International Conference on Innovation in Education, Science, and Culture, ICIESC 2025, 16 September 2025, Medan, Indonesia. Proceedings of the 7th International Conference on Innovation in Education, Science, and Culture, ICIESC 2025, 16 September 2025, Medan, Indonesia. https://doi.org/10.4108/eai.16-9-2025.2361103
Saiful Anwar & Jasiah Jasiah. (2024). Pengembangan Media Pembelajaran Berbasis Game Educaplay untuk Meningkatkan Keaktifan Siswa pada Mata Pelajaran SKI. Jurnal Budi Pekerti Agama Islam, 3(1), 355–373. https://doi.org/10.61132/jbpai.v3i1.913
Sailer, M., & Homner, L. (2020). The Gamification of Learning: A Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Schreier, M. (2012). Qualitative Content Analysis in Practice. SAGE Publications Ltd. https://doi.org/10.4135/9781529682571
Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review. International Review of Education, 71(3), 483–517. https://doi.org/10.1007/s11159-024-10111-8
Wafiqni, N., & Adelia, F. (2025). Analisis Penggunaan Media Pembelajaran Interaktif Educaplay dalam Meningkatkan Minat Belajar Siswa Sekolah Dasar. 17(01).
Wangi, N. B. S., Chandra, N. E., Ali, A. Z., Aulia, L. L., & Zahid, A. (2022). Pembelajaran Daring Berbasis Gamifikasi. Penerbit Delsmedia.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Ayu Rulyani, Mhd. Ihsan Syahaf Nasution, Rivie Selvianti, Putri Harapani Berutu, Henti Putriani Hasibuan, Wenti Susanti (Author)

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.






