Dampak Gamifikasi terhadap Math Anxiety dan Motivasi Belajar Matematika: Tinjauan Literatur Sistematis

Authors

  • Suryanti Universitas Pancasakti Author

DOI:

https://doi.org/10.71282/at-taklim.v3i8.2531

Keywords:

gamifikasi; math anxiety; motivasi belajar; pembelajaran matematika; tinjauan literatur sistematis.

Abstract

Kecemasan matematika (math anxiety) dan rendahnya motivasi belajar tetap menjadi hambatan psikologis utama dalam pembelajaran matematika di berbagai jenjang pendidikan, termasuk di Indonesia. Gamifikasi penyisipan elemen permainan seperti poin, lencana, papan peringkat, dan umpan balik instan ke dalam konteks bukan-permainan banyak diusulkan sebagai strategi untuk mengatasi kedua persoalan tersebut, namun bukti empiris yang ada masih tersebar dan sering membahas kecemasan serta motivasi secara terpisah. Tinjauan literatur sistematis ini bertujuan menyintesis bukti tentang dampak gamifikasi terhadap math anxiety dan motivasi belajar matematika secara terintegrasi, sekaligus mengidentifikasi elemen desain gamifikasi yang menentukan efektivitasnya. Pencarian dilakukan pada basis data Scopus, ERIC, ScienceDirect, Google Scholar, dan Garuda/SINTA untuk publikasi tahun 2020–2025, mengikuti pedoman PRISMA 2020. Dari 458 rekaman awal, 28 studi memenuhi kriteria inklusi dan dianalisis menggunakan sintesis tematik, ditriangulasi dengan tiga tinjauan sistematis dan meta-analisis terbaru. Hasil menunjukkan bahwa gamifikasi secara umum memberikan efek positif kecil-hingga-sedang terhadap motivasi belajar matematika (g ≈ 0,38–0,86 pada berbagai meta analisis) dan berasosiasi dengan penurunan tingkat kecemasan matematika, terutama ketika desain menekankan penguasaan (mastery), umpan balik non-menghakimi, dan kendali otonomi siswa. Sebaliknya, elemen kompetitif seperti papan peringkat publik yang berlebihan berisiko memperburuk kecemasan pada siswa berkemampuan rendah. Kebaruan kajian ini terletak pada penyatuan dua konstruk yang selama ini dikaji terpisah dalam kerangka Self-Determination Theory, penyajian model konseptual jalur ganda (dual pathway), serta pemetaan bukti dari konteks Indonesia yang masih minim dalam tinjauan sistematis sebelumnya. Temuan ini memberikan implikasi praktis bagi dosen dan guru matematika dalam merancang gamifikasi yang berorientasi penguasaan, bukan sekadar kompetisi, untuk mengurangi kecemasan sekaligus meningkatkan motivasi belajar.

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Published

25-08-2026

How to Cite

Dampak Gamifikasi terhadap Math Anxiety dan Motivasi Belajar Matematika: Tinjauan Literatur Sistematis. (2026). AT-TAKLIM: Jurnal Pendidikan Multidisiplin, 3(8), 58-71. https://doi.org/10.71282/at-taklim.v3i8.2531

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