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            <journal-id journal-id-type="issn">2693-5241</journal-id> <!-- issn di ubah -->

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                <journal-title>Asian Journal of Applied Education (AJAE)</journal-title>
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                <publisher-name>Asian Journal of Applied Education (AJAE)</publisher-name>
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            <article-id pub-id-type="doi">10.55927/AJAE.v5i1.15848</article-id><!-- DOI ini di ubah -->
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                <article-title>Redefining Classroom Engagement through Gamified Sociocollaborative Learning for Future Ready Education</article-title>
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                    <name>
                        <given-names>Suardi</given-names> <!-- Nama pertama -->
                        <surname></surname> <!-- Nama belakang -->
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                    <p>
                        <bold>Corresponding author:</bold>Suardi
                        <email> suardi7103@gmail.com </email>
                    </p>
                </corresp>
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                <date date-type="received" iso-8601-date="2025-11-27">
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                <copyright-holder>Asian Journal of Applied Education (AJAE) </copyright-holder>

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            <self-uri xlink:href="https://journal.formosapublisher.org/index.php/ajae" xlink:title="Redefining Classroom Engagement through Gamified 
            Sociocollaborative Learning for Future Ready Education">Redefining Classroom Engagement through Gamified 
            Sociocollaborative Learning for Future Ready Education</self-uri>
            <abstract> <!-- Abstrak di ubah/sesuaikan dengan jurnal -->
                <p>Student engagement in junior high school, 
                particularly among Grades VII and VIII students, 
                remains limited due to conventional teaching 
                practices. This study examines the effectiveness of 
                gamified sociocollaborative learning in enhancing 
                cognitive,  affective,  and  behavioral  engagement. 
                Using  a  mixed-methods  sequential  explanatory 
                design, qualitative data from interviews and 
                observations informed a quantitative survey of 72 
                students in Pasaman Regency. Thematic and 
                regression analyses show that integrating 
                gamification elements with collaborative activities 
                significantly increases student motivation, 
                interaction, and active learning, with the strongest 
                impact on cognitive engagement. The study 
                concludes that gamified sociocollaborative 
                learning is an effective and innovative approach to 
                improving student engagement at the junior high 
                school level. </p>
            </abstract>

            <!-- ini bagian keyword juga disesuaikan dgn jurnal -->
            <kwd-group>
                <kwd>Classroom Engagement</kwd>
                <kwd>Gamified Learning</kwd>
                <kwd>Sociocollaborative Learning</kwd>
                 <kwd>Future Ready Education</kwd>
            </kwd-group>

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    <body>

        <sec>
            <title>INTRODUCTION</title>
            <p>The change in the global education paradigm requires innovative efforts 
            to strengthen student involvement in the classroom, especially at the junior high 
            school  (SMP)  level  which  is  in  the  emotional  and  academic  transition  phase. 
            Student  engagement  (classroom  engagement)  in  junior  high  school  is  very 
            important  because  it  correlates  with  motivation,  material  understanding,  and 
            long-term  learning  outcomes.  Meta-analysis  research  shows  that  gamification 
            can significantly improve students' intrinsic motivation and social 
            connectedness, although its impact on competence is still relatively small (Jeno 
            et al., 2024). These findings confirm the importance of designing learning that is 
            not  only  fun,  but  also  meets  basic  psychological  needs  of  students  such  as 
            autonomy and relationships. Therefore, the integration of gamification strategies 
            in social collaborative learning is becoming increasingly relevant in the context 
            of future education. </p>
            <p>Although gamification is increasingly being studied in education, there is 
            still  a  significant  research  gap  regarding  its  application  in  social  collaborative 
            learning environments. The majority of previous studies have reviewed 
            gamification  elements  such  as  points,  badges,  and  leaderboards independently 
            without taking into account social interaction as an integral part of the learning 
            process (Smirani &amp; Yamani, 2023). This suggests that although gamification has 
            been  widely  used,  the  ways  in  which  game  elements  are  used  to  stimulate 
            collaboration  between  students  have  not  been  adequately  explored.  This  gap 
            creates  an  urgency  to  expand  research  into  the  realm  of  sociocollaborative 
            learning, which is a learning model that combines games and teamwork together. 
            Thus,  this  research  is  relevant  to  answer  how  gamification  can  be  effectively 
            integrated with social collaboration to increase student engagement holistically.</p>
            <p>In the context of motivational theory, self-determination theory (SDT) is a 
            very suitable foundation for understanding how gamification and social 
            collaboration can drive student engagement. Elements of play such as challenges, 
            feedback, and rewards can meet students' needs for competence, autonomy, and 
            social connectedness, which are at the core of SDT (Marinensi et al., 2022). When 
            students  work  together  in  a  collaborative  and  gamified  environment,  social 
            interaction  allows  for  the  fulfillment  of  relationship  needs  naturally  through 
            discussion, negotiation, and team achievement. This approach is also in line with 
            the  theory  of  social constructivism,  which  emphasizes  learning  as  the  result  of 
            social interaction and mutual construction. Therefore, gamified 
            sociocollaborative learning is seen as a powerful strategy for creating an adaptive 
            and immersive learning environment. </p>
            <p>Practically,  the  application  of  the  gamified  sociocollaborative  learning 
            model  in  junior  high  schools  offers  great  potential  to  change  the  dynamics  of 
            conventional  classrooms  to  be  more  interactive  and  participatory.  Previous 
            qualitative research in online classrooms has shown that gamification is able to 
            transform  student  behavior,  from  reluctance  to  active  engagement,  especially 
            when elements such as points, badges, leaderboards, and gamification testing are 
            used consistently (Motivadis et al., 2023). Additionally, in the context of face-to-
            face  or  hybrid  learning,  students  tend  to  show  greater  social  attachment when games are designed for team collaboration, rather than just individual 
            competition (Ofosu-Ampong et al., 2021). This suggests that combining 
            gamification elements with social interaction can result in a more meaningful and 
            lasting  learning  experience.  For junior  high  schools  in  areas  such  as  West 
            Pasaman,  with  distinctive  social  and  academic  characteristics,  this  model  has 
            great  potential  to  be  applied  because  it  can  adapt  to  the  needs  of  adolescent 
            development and local collaborative culture. </p>
            <p>Furthermore, recent empirical studies have produced strong quantitative 
            evidence of the positive effects of gamification on student engagement. A quasi-
            experimental study on online discussion forums found that badge awarding by 
            instructors did not automatically increase emotional and cognitive engagement, 
            although behavioral engagement decreased in some sessions as students 
            prioritized the quality of content over the quantity of posts (Pradana et al., 2024). 
            These findings show that gamification elements must be carefully designed not 
            only to encourage activities, but also to support the quality of student interaction. 
            By combining elements of gamification and social collaboration, learning models 
            can facilitate deep interactions, not just the quantity of activities. Therefore, this 
            research  is  very  important  to  determine  an  effective  and  meaningful  design 
            framework for the long-term engagement of junior high school students.</p>
            <p>Another  challenge  to  consider  is  how  to  maintain  student  engagement 
            over the long term without losing the initial appeal of gamification. Recent meta-
            analyses show that although gamification generally increases intrinsic 
            motivation and a sense of social connectedness, its effect on competence is very 
            small  (Jeno  et  al.,  2024).  This  indicates  that  gamification  design  needs  to  pay 
            attention to the aspect of balance: elements of competition and rewards must be 
            accompanied  by  support  for  autonomy  and  social  collaboration  so  as  not  to 
            reduce students' sense of competence. Otherwise, the novelty effect of 
            gamification  risks  decreasing  over  time.  This  research  will  explore  how  a 
            combination of game elements and collaborative interactions can be designed to 
            sustainably maintain motivation and engagement in junior high school 
            classrooms. </p>
            <p>Based on the above explanation, this study has an explicit goal, namely to 
            redefine the concept of classroom engagement in the context of gamified 
            sociocollaborative  learning  in  junior  high  school  students,  and  to  analyze  the 
            influence of the integration of game elements and social collaboration on student 
            involvement  in  cognitive,  affective,  and  behavioral  dimensions.  With  such  a 
            focus, this research is expected to provide theoretical contributions in the form of 
            a new understanding of engagement that is adaptive to future needs, as well as 
            practical contributions in the form of learning models that can be implemented 
            by teachers in junior high schools to be more responsive and innovative. Through 
            the findings obtained, it is hoped that the resulting strategies can be considered 
            by school and education policy makers to strengthen the quality of junior high 
            school learning more holistically.</p>
        </sec>

        <sec>
            <title>LITERATURE REVIEW</title>
             <p><bold><italic> Classroom Engagement in Learning in the Present Century </italic></bold></p>
            <p>Student  involvement is  a  key  indicator  of  learning  success,  especially  at 
            the secondary school level, as the academic and social development phases are 
            decisive.  A  number  of  contemporary  studies  confirm  that  student  engagement 
            consists  of  cognitive,  affective,  and  behavioral  dimensions  that  are  interrelated 
            and  essential  for  meaningful  learning  experiences  (Anderson  &amp;  Patel,  2022). 
            Additionally, teacher support and classroom interaction significantly contribute 
            to student engagement, especially when teachers provide autonomy and positive 
            relationships (Siacor &amp; Ng, 2024). Static learning environments and conventional 
            teaching  methods  often  suppress  students'  active  participation,  which  risks 
            lowering  motivation  and  engagement  (He  et  al.,  2025).  Therefore,  the  latest 
            literature  emphasizes  the importance of  designing  adaptive,  participatory,  and 
            responsive learning so that student engagement can grow optimally and 
            sustainably. </p>
             <p><bold><italic> Gamified Learning and Its Impact on Student Motivation </italic></bold></p>
            <p>Gamification has been widely identified as an effective strategy to increase 
            student  motivation  and  engagement  through  game  elements  such  as  points, 
            badges, challenges, and competitions. Recent meta-analyses show that 
            gamification  significantly  improves  intrinsic  motivation  as  well  as  students' 
            perceptions of autonomy and connectedness, although its impact on the 
            perception  of  competence  is  lower  (Jeno  et  al.,  2024).  Other  systematic  studies 
            emphasize that the duration of gamification interventions is affecting: short-term 
            interventions tend to produce greater effects than long-term interventions, as the 
            novelty effect decreases over time (Li et al., 2023). Recent experimental research 
            on digital learning has also shown that the use of gamification elements such as 
            points and badges, when integrated wisely, can increase emotional and cognitive 
            engagement  without  incurring  excessive  cognitive  burden  (Topu,  2023).  Thus, 
            the literature concludes that gamification is not only as entertainment, but as a 
            catalyst that enriches the learning experience and improves classroom dynamics.</p>
             <p><bold><italic> Sociocollaborative Learning as the Foundation of Meaningful Interaction </italic></bold></p>
             <p>Social  collaborative  learning  emphasizes  cooperation  between  students, 
            discussion, and the development of shared meaning through meaningful 
            assignments. The theory of social constructivism states that knowledge is formed 
            through  the  interaction  and  negotiation  of  meaning  among  students.  Current 
            studies confirm that the combination of social interactions in the learning group 
            strengthens social attachment and a sense of ownership to the learning process 
            (An  et  al.,  2025).  In  addition,  cooperation  in  a  collaborative  context  has  been 
            proven  to  increase  the  depth  of  understanding  of  concepts  because  students 
            explain  to  each  other,  question  each  other,  and  study  together  (Hiver,  2025). 
            Therefore, the latest literature confirms that social interaction not only enriches 
            engagement,  but  also  creates  a  learning  environment  that  supports  students' 
            academic and social development simultaneously. </p>
             <p><bold><italic> Integration of Gamification and Social Collaboration in Learning </italic></bold></p>
             <p>The integration of gamification with social collaborative learning has been 
            the  focus  of  research  due  to  its  potential  in  strengthening  engagement.  Recent 
            comparative  studies  have  shown  that  elements  of  play  when  used  in  groups 
            (team missions, shared points, cooperative challenges) increase motivation and a 
            sense  of  community  (Pradana  et  al.,  2024).  Social  interaction  in  this  context 
            deepens the emotional attachment of students because the success of the group 
            depends on the contribution of each member (Hellín et al., 2023). In collaborative 
            gamification  scenarios,  students  are  more  likely  to  show  a  commitment  to  a 
            shared goal and a sense of competence because achievement is not only assessed 
            individually, but as part of a team (Lucas &amp; Juna, 2024). Thus, the literature states 
            that  the  integration  of  gamification  and  social  collaboration  strengthens  all 
            dimensions of engagement more comprehensively than when each is 
            implemented separately. </p>
             <p><bold><italic> Challenges and Sustainability of Using Gamified Sociocollaborative Learning </italic></bold></p>
             <p>While the potential for this integration is enormous, the literature 
            highlights a number of challenges in the long run. One of the main challenges is 
            the novelty effect, which is the effect of gamification novelty that decreases over 
            time, as shown in a meta-analysis of gamification (Jeno et al., 2024). Additionally, 
            if gamification design is too competitive, students with lower abilities may feel 
            less  competent,  which  can  lower  affective  engagement  (Pradana  et  al.,  2024). 
            There is also a risk of group dominance when collaborative elements are not well 
            organized, so  contributions are uneven (Ofosu-Ampong &amp; Boateng, 2021). 
            Therefore, the literature underscores the need to design a balanced gamification 
            structure  between  competition,  collaboration,  and  autonomy  so  that  student 
            motivation and engagement can be sustained sustainably. </p>
        </sec>

        <sec>
            <title>METHODOLOGY</title>
             <p><bold><italic> Types, Approaches, and Research Design </italic></bold></p>
            <p>This study uses a mixed methods approach with a sequential explanatory 
            design, which places the qualitative stage as the basis for formulating 
            quantitative  instruments.  This  approach  was  chosen  because  it  was  able  to 
            provide an in-depth understanding of the context of student engagement before 
            being empirically tested on a wider population. Sequential explanatory design is 
            effective when researchers need to explain qualitative patterns more measurably 
            through  quantitative  data,  as  recommended  by  Creswell  &amp; Guetterman  (2021) 
            who emphasize that two-stage integration allows for more accurate triangulation 
            of  findings  in  educational  studies.  In  this  study,  the  qualitative  stage  was  first 
            carried  out  to  identify  gamified  sociocollaborative  learning-based  engagement 
            indicators, which were then quantitatively tested to determine their significance.</p>
             <p><bold><italic> Population, Participants, and Sampling Techniques </italic></bold></p>
            <p>The research population includes all students and teachers at the level of 
            one  of  the  junior  high  schools  in  Pasaman  Regency.  The  qualitative  stage 
            involved six informants who were selected using purposive sampling 
            techniques,  with  consideration  of  direct  involvement  in  the  learning  process 
            using  collaborative  and  interactive  models.  The  choice  of  this  technique  is 
            relevant  when  the  researcher  needs  participants  who  truly  understand  the 
            phenomenon  being  studied,  as  explained  by  Tracy  (2020)  who  emphasizes  the 
            importance of depth of information in qualitative studies. The quantitative stage 
            uses stratified random sampling techniques to ensure the representativeness of 
            students in grades VII and VIII. A total of 72 respondents were selected from the 
            same  two  grade  levels  so  that  the  variation  in  developmental  characteristics 
            could be evenly distributed. According to Hargreaves &amp; Fullan (2021), 
            stratification  is  beneficial  for  maintaining  data  heterogeneity  and  increasing 
            external validity in educational contexts. </p>
             <p><bold><italic>  Data Collection Techniques and Instruments</italic></bold></p>
            <p>Data collection was carried out through semi-structured interviews, 
            classroom  observations,  and  questionnaires.  Interviews  were  used  to  explore 
            teacher  and  student  experiences  related  to  the  dynamics  of  engagement  in 
            gamified collaborative learning. Observations were carried out using structured 
            observation  sheets  to  map  patterns  of  student  interaction,  motivation,  and 
            participation.  The  questionnaire  instrument  is  designed  based  on  qualitative 
            findings  and  is  supported  by  engagement  constructs  used  in  contemporary 
            educational  research,  such  as  the  indicator  structure  developed  by  Reeve  &amp; 
            Cheon (2021). The validity of the instrument's content is checked through expert 
            judgment, while the reliability is tested using Cronbach's alpha to ensure internal 
            consistency. According to Glover &amp;Friedman (2022), reliability testing is 
            essential for the instrument to be used on a wider population accurately.</p>
             <p><bold><italic> Research Implementation Procedure </italic></bold></p>
            <p>The research procedure begins with the application of permits to schools 
            and  regional  policy  makers.  The  first  stage  was  qualitative  data  collection 
            through interviews and observations, which were carried out for two weeks in 
            grades  VII  and  VIII.  Qualitative  data  were  then  analyzed  to  identify  initial 
            categories  regarding  cognitive,  affective,  and  behavioral  involvement  in  the 
            context of gamified sociocollaborative learning. These findings became the basis 
            for  the  preparation  of  quantitative  instruments.  The  second  stage  involved 
            testing the questionnaire on a small number of students before it was distributed 
            to  72  respondents.  After  that,  the  main  data  collection  is  carried  out  in  a 
            predetermined class with assistance from the subject teacher. The entire process 
            follows the ethical guidelines of educational research, including the 
            confidentiality of participants' identities, as recommended by Wagner (2023). </p>
             <p><bold><italic>Data Analysis Techniques  </italic></bold></p>
            <p>Qualitative  data  were  analyzed  using  a  thematic  analysis  approach  to 
            group patterns of meaning related to students' experiences in gamified 
            collaborative  learning. This approach refers to the Braun &amp; Clarke (2022) 
            procedure that emphasizes six stages of coding from familiarization to 
            interpretation.  Quantitative  data  were  analyzed  using  differential  tests  and 
            regression analysis to assess the influence of gamification and social collaboration elements on the engagement dimension. The analysis was carried 
            out with the Statistical Package for the Social Sciences (SPSS) software to ensure 
            the accuracy of statistical calculations. According to Field &amp; Miles (2023), SPSS is 
            a reliable tool in educational research because of its ability to process multivariate 
            data with precision. The integration of the two types of data is then carried out 
            at the interpretation stage to produce a complete picture of the effectiveness of 
            the learning model being studied.</p>
        </sec>
        
        <sec>
            <title>RESEARCH RESULTs</title>
             <p><bold><italic> Patterns of Student Engagement in Classroom Learning before Model Interventions </italic></bold></p>
            <p>Qualitative interviews show that prior to the implementation of gamified 
            sociocollaborative  learning,  student  engagement  was  at  a  limited  level.  The 
            teacher said that most students were still waiting for instructions without taking 
            the initiative to start learning activities. A teacher stated, "In many sessions, I find 
            that students are just waiting for directions. They rarely ask questions or try to discuss 
            with their friends,  so the  class feels passive." (G1-01, interview September 3, 2025). 
            Students also described a pattern of minimal participation. One of the students 
            revealed, "Usually I only take notes and answer when appointed. If you don't ask, yes, 
            I'll  just  shut  up."  (SSMP2-07,  interview  September  4,  2025).  Another  student 
            added that the old method left less room for interaction,  "We listen more than we 
            discuss.  So  sometimes  I  get  bored  because  there  are  no  activities  that  make  us  have  to 
            think together." (SSMP3-11, interview September 5, 2025). </p>
            <p>Initial analysis through descriptive tests showed that the three dimensions 
            of  cognitive,  affective,  and  behavioral  engagement  were in  the  medium  to low 
            category.  Pre-intervention  results  showed  a  variation  in  scores  consistent  with 
            qualitative findings regarding low participation. </p>
            <table-wrap >
                <label>Table 1.Pre-Intervention Engagement Scores (n = 72)</label>
                <table frame="hsides" rules="groups">
                    <thead>
                        <tr>
                            <th>Engagement Dimension</th>
                            <th>Mean</th>
                            <th>SD</th>
                            <th>Minimum</th>
                            <th>Maximum</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Cognitive Engagement</td>
                            <td>2.81</td>
                            <td>0.54</td>
                            <td>1.90</td>
                            <td>3.90</td>
                        </tr>
                        <tr>
                            <td>Affective Engagement</td>
                            <td>2.74</td>
                            <td>0.61</td>
                            <td>1.70</td>
                            <td>4.00</td>
                        </tr>
                        <tr>
                            <td>Behavioral Engagement</td>
                            <td>2.69</td>
                            <td>0.58</td>
                            <td>1.80</td>
                            <td>3.85</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>The analysis shows that all three dimensions have not reached the optimal 
            level. A mean score below 3.00 indicates unstable engagement and requires more 
            interactive and adaptive learning interventions. </p>
             <p><bold><italic> Increased Motivation Through Gamification Elements </italic></bold></p>
            <p>After  the  gamification  model  was  implemented,  teachers  and  students 
            reported  an  increase  in  motivation  and  enthusiasm  for  learning.  The  teacher 
            stated,  "Once  the  points  and  badge  elements  are  installed,  students  look  much  more active. They started competing to complete tasks, even those who are usually passive are 
            involved." (G2-05, interview September 10, 2025). One student confirmed this by 
            saying, "When there are  challenges and  points, I want to quickly complete the task. It 
            feels like playing a game, so learning is more exciting" (SSMP1-13, interview 
            September  11,  2025).  Another  student  added,  "The  group  badge makes  us  support 
            each other. If there are friends who are left behind, we help so that the group badge is not 
            lost." (SSMP4-18, interview September 12, 2025). 
            The analysis of the paired t-test showed a significant increase in 
            motivation  which  is  an  affective  indicator  of  engagement  after  gamification 
            integration.</p>
            <table-wrap >
                <label>Table 2.Paired Sample Test for Motivation Indicators</label>
                <table frame="hsides" rules="groups">
                    <thead>
                        <tr>
                            <th>Variable</th>
                            <th>Mean (Pre)</th>
                            <th>Mean (Post)</th>
                            <th>Mean Difference</th>
                            <th>t-value</th>
                            <th>Itself.</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Motivation Score</td>
                            <td>2.74</td>
                            <td>3.58</td>
                            <td>0.84</td>
                            <td>10.214</td>
                            <td>0.000</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>A  mean  increase  of  0.84  indicates  a  substantive  change.  These  results 
            reinforce the qualitative finding that points, badges, and challenges successfully 
            generate students' intrinsic and extrinsic motivation.</p>
             <p><bold><italic> Dynamics of Student Interaction and Collaboration </italic></bold></p>
            <p>Observations  and interviews  showed an  increase  in interaction  after the 
            sociocollaborative  model  was  applied.  The  teacher  stated,  "Group  discussions 
            became  more  lively.  They  don't  just  divide  tasks,  but  actually  discuss  to  achieve 
            gamification targets." (G1-09, interview September 14, 2025). Students also 
            describe  changes  in  interaction  patterns,  "If  there  is  a  group  mission,  we  have  to 
            discuss.  So  it's  more  about  chatting  and  exchanging  opinions  than  learning  on  your 
            own." (SSMP3-19, interview September 15, 2025). Another student added, 
            "Sometimes we have small debates because we have to solve challenges. But it makes us 
            understand the material better because we explain it to our friends as well." (SSMP2-21, 
            interview September 15, 2025).</p>
            <p>The  differential  test  showed  a  significant  increase  in  the  indicators  of interaction and collaboration that were in the behavioral engagement dimension</p>
            <table-wrap >
                <label>Table 3.Collaboration and Interaction Scores</label>
                <table frame="hsides" rules="groups">
                    <thead>
                        <tr>
                            <th>Indicator</th>
                            <th>Mean (Pre)</th>
                            <th>Mean (Post)</th>
                            <th>Difference</th>
                            <th>t-value</th>
                            <th>Itself.</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Collaboration</td>
                            <td>2.69</td>
                            <td>3.71</td>
                            <td>1.02</td>
                            <td>12.441</td>
                            <td>0.000</td>
                        </tr>
                        <tr>
                            <td>Peer Interaction</td>
                            <td>2.75</td>
                            <td>3.66</td>
                            <td>0.91</td>
                            <td>11.302</td>
                            <td>0.000</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>Improvements  in  both  indicators  showed  that  the  integration  of  group 
            challenges  and  collaborative  missions  effectively  strengthened  social dynamics 
            in the classroom. </p>
             <p><bold><italic> Strengthening Cognitive Engagement through Challenges and Feedback </italic></bold></p>
            <p>Teachers  assess  that  cognitive  engagement  increases  because  the  live 
            feedback  feature  helps  students  understand  mistakes  and  improve  learning 
            strategies. The teacher mentioned,  "The automated feedback from the system makes 
            students  quickly  know  which  part  they  are  wrong  in.  They  immediately  fix  it  without 
            having  to  wait."  (G2-14,  interview  September  18,  2025).  Students  also  feel  that 
            cognitive challenges make them more focused.  "If it's a challenge model, I have to 
            think more seriously. It feels like a test of strategy" (SSMP4-22, interview September 
            19, 2025). Another student emphasized, "The extra point for the correct answer makes 
            me try to read more carefully" (SSMP1-24, interview September 20, 2025). 
            Regression  analysis  shows  that  gamification  and  collaboration  elements 
            have a significant influence on cognitive engagement. </p>
            <table-wrap >
                <label>Table 4.Regression Analysis for Cognitive Engagement</label>
                <table frame="hsides" rules="groups">
                    <thead>
                        <tr>
                            <th>Predictor</th>
                            <th>B</th>
                            <th>Beta</th>
                            <th>t-value</th>
                            <th>Itself.</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Gamification Elements</td>
                            <td>0.482</td>
                            <td>0.601</td>
                            <td>8.924</td>
                            <td>0.000</td>
                        </tr>
                        <tr>
                            <td>Collaborative Activities</td>
                            <td>0.351</td>
                            <td>0.447</td>
                            <td>6.217</td>
                            <td>0.000</td>
                        </tr>
                        <tr>
                            <td>R<sup>2</sup> = 0.62</td>
                            <td>Adjusted R<sup>2</sup> = 0.61</td>
                            <td>F = 57.81</td>
                            <td>Sig. = 0.000</td>
                            <td></td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>The regression model shows that 62% of cognitive engagement variations 
            can  be  explained  by  a  combination  of  gamification  elements  and  collaborative 
            activities,  confirming  the  integration  of  the  two  as  a  key  factor  in  improving 
            outcomes. </p>
             <p><bold><italic> The Effectiveness of the Model in Increasing Overall Engagement </italic></bold></p>
             <p>All  informants  showed  that  this  learning  model  creates  a  new  learning 
            experience that is considered more fun and challenging. The teacher said,  "I see 
            students being more consistently involved from the beginning to the end of the session. 
            No  one  is  as  sleepy  as  they  used  to  be."  (G1-18,  interview  September  21,  2025). 
            Students stated the same thing, "Learning doesn't feel boring because there are always 
            things to do together" (SSMP2-26, interview September 21, 2025). Another student 
            added, "If our group succeeds in completing the mission, we feel satisfied because it is 
            the result of joint efforts" (SSMP3-29, interview September 22, 2025). 
            The  incorporation  of  all  engagement  dimensions  shows  a  significant 
            overall improvement. </p>
            <table-wrap >
                <label>Table 5.Overall Engagement Score Comparison</label>
                <table frame="hsides" rules="groups">
                    <thead>
                        <tr>
                            <th>Dimension</th>
                            <th>Pre-Mean</th>
                            <th>Post-Mean</th>
                            <th>Difference</th>
                            <th>t-value</th>
                            <th>Itself.</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td>Cognitive</td>
                            <td>2.81</td>
                            <td>3.85</td>
                            <td>1.04</td>
                            <td>13.772</td>
                            <td>0.000</td>
                        </tr>
                        <tr>
                            <td>Affective</td>
                            <td>2.74</td>
                            <td>3.68</td>
                            <td>0.94</td>
                            <td>11.599</td>
                            <td>0.000</td>
                        </tr>
                        <tr>
                            <td>Behavioral</td>
                            <td>2.69</td>
                            <td>3.74</td>
                            <td>1.05</td>
                            <td>12.884</td>
                            <td>0.000</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>Overall,  the  model  is  able  to increase  engagement  across  all  dimensions with substantive and statistically significant changes. </p>
        </sec>

        <sec>
            <title>DISCUSSION</title>
            <sec>
                <p>The study found that prior to the intervention, student engagement both 
                cognitive,  affective,  and  behavioral  was  still  at  a  low  level,  as  shown  by  the 
                consistency between qualitative data and pre-intervention scores. This condition 
                reinforces  the  assumption that  classes  that  are  still  dominated  by  conventional 
                methods tend to give birth to passive participation and minimal initiative. From 
                a motivation theory perspective, the pre-intervention findings are aligned with 
                the  framework  of  self-determination  theory  which  emphasizes  that  without 
                meeting  the  needs  for  autonomy,  competence,  and  connectedness,  intrinsic 
                motivation is difficult to develop (Ryan &amp; Deci, 2020). Thus, pedagogical 
                interventions  that  explicitly  target  these  three  needs  become  a  logical  basis  for 
                designing strategies to increase active participation, as well as a strong theoretical 
                basis for the application of gamified sociocollaborative learning models.</p>
                <p>The results show that gamification elements such as points, badges, and 
                challenges quickly increase students' affective motivation. This is reflected in the 
                increase  in  post-intervention  motivation  scores  and  recognition  from  students 
                and teachers. Significant quantitative analysis confirms that these changes are not 
                accidental, but rather a response to game features that deliver an experience of 
                achievement and immediate feedback. These findings are consistent with 
                previous  meta-analyses  that  stated  that  gamification  is  effective  in  increasing 
                motivation and engagement when designed to support the psychological needs 
                of learners (Li et al., 2023). However, the effectiveness of gamification is heavily 
                influenced by its design: elements that are purely extrinsic tend to have 
                temporary effects, so a design that supports autonomy and relevance of learning 
                is needed. </p>
                <p>The  implementation  of  group  missions  and  cooperative  challenges  has 
                also been proven to strengthen students' social interaction and collaboration, as 
                seen from observation data and collaborative score improvement. Theoretically, 
                this reinforcement is in line with the view of social constructivism which asserts 
                that learning is formed through interaction between individuals. When students 
                are  given  collective  goals  and  group-based  rewards,  they  are  encouraged  to 
                explain to each other, discuss strategies, and correct each other's understandings. 
                This is in line with the findings of longitudinal studies that show that team-based 
                gamification is able to maintain engagement better than individual competition because  it  strengthens  a  sense  of  social  connectedness  (Rodrigues  et  al.,  2022). 
                Therefore,  the  results  of  this  study  confirm  that  gamification  integrated  with 
                collaborative  activities  not  only  increases  activeness,  but  also  the  quality  of 
                academic interaction. </p>
                <p>Regression analysis showed that 62% of cognitive engagement variations 
                could be explained by a combination of gamification elements and collaborative 
                activities, confirming the significant role of both to students' cognitive processes. 
                These  findings  indicate  that  gamified  tasks  that  demand  problem-solving  and 
                provide direct feedback are able to drive metacognitive strategies, such as answer 
                revision and reflection, which are indicators of high-level cognitive engagement. 
                The alignment of these findings with previous evidence synthesis reinforces that 
                gamification  has  a  positive  impact  on  cognitive  aspects  when  the  challenges 
                given  are  relevant  to  the  learning  objectives  (Diaz,  2024).  Thus,  the  benefits  of 
                gamification  are  not  only  superficial,  but  can  encourage  critical  thinking  and 
                deeper conceptual understanding. </p>
                <p>Although the results of the study showed a positive impact, a number of 
                moderating  factors  need  to  be  considered.  First,  the  novelty  effect  or  initial 
                increase due to novelty factors can affect the magnitude of the gamification effect, 
                as shown in long-term studies; therefore, design variation and adaptation phases 
                are necessary for motivation to remain stable (Ratinho et al., 2023). Second, the 
                heterogeneity  of  students'  abilities  can  affect  the  distribution  of  benefits,  as 
                unbalanced  groups  are  prone  to  dominance  by  higher-capable  students.  Third, 
                the readiness of teachers in implementing new learning models also determines 
                the  success  of  implementation.  Adequate  training  has  been  proven to  improve 
                the  consistency  and  quality  of  implementation.  Understanding  these  factors  is 
                important  to  explain  the  variation  between  classes  and  provide  direction  for 
                model development. </p>
                <p>Some methodological weaknesses also need to be noted. The quantitative 
                sample  size  (n  =  72)  is  sufficient  for  simple  regression  analysis,  but  it  is  still 
                limited for broader generalizations. The relatively short duration of the 
                intervention has not allowed an assessment of the sustainability of the long-term 
                effects.  In  addition,  the  use  of  self-report  instruments  has  the  potential  to  give 
                rise to social response bias. Although the sequential explanatory design provides 
                depth of analysis, the number of qualitative informants of only six may not fully 
                represent the diversity of teacher and student experiences. Follow-up research is 
                recommended  to  use  controlled  experimental  designs,  extend  the  duration  of 
                interventions,  involve  more  diverse  locations,  and  utilize  learning  analytics  as 
                objective measurements. </p>
                <p>The  theoretical  contribution  of  this  research  lies  in  the  integration  of 
                gamification and sociocollaborative learning as a mechanism that is able to meet 
                the  main  needs  in  self-determination  theory  (SDT)  of  competence,  autonomy, 
                and connectedness, while increasing deep cognitive engagement. It expands the 
                theoretical  understanding  of  engagement  through  comprehensive  empirical 
                evidence. Practically, this study offers a learning design guide that emphasizes 
                game  elements  that  encourage  team  collaboration,  relevant  challenges,  direct 
                feedback, as well as the role of teachers as trained facilitators. Thus, this model can serve as a reference for schools and policymakers to develop adaptive and 
                responsive  learning  strategies,  as  well  as  easily  transfer  to  other  junior  high 
                school contexts with adjustments to student resources and characteristics. </p>
            </sec>
        </sec>

        <sec>
            <title>CONCLUSIONS AND RECOMMENDATIONS</title>
            <p>This study confirms that student involvement in the context of junior high 
            school,  especially  grades  VII–VIII,  can  be  significantly  improved  through  the 
            integration  of  gamified  sociocollaborative  learning.  Prior  to  the  intervention, 
            students showed a low level of engagement due to the dominance of 
            conventional methods that lacked room for autonomy, interaction, and 
            meaningful learning experiences. Interventions that combine elements of 
            gamification  of  points,  badges,  group  challenges,  and  direct  feedback  with 
            collaborative activities have been shown to consistently improve students' 
            affective  motivation,  behavioral  participation,  and  cognitive  processing.  Both 
            qualitative  and  quantitative  findings  show  that  cooperative  challenge-based 
            learning designs and collective goals are able to strengthen social relationships 
            between students and encourage them to engage on a deeper level. </p>
            <p>Theoretically, this study reinforces the understanding that meeting basic 
            psychological needs as described in the framework of self-determination theory 
            is  the  key  to  increased  engagement,  and  the  integration  of  gamification  with 
            collaborative learning is an effective strategy to achieve this. In practical terms, 
            this model provides a new direction for the development of learning strategies 
            that  are  more  interactive,  adaptive,  and  relevant  to  the  characteristics  of  early 
            adolescents in the future educational era. Despite showing positive results, the 
            study still acknowledges limitations related to sample size, duration of 
            intervention, and potential response bias. Therefore, follow-up studies  are 
            recommended  using  a  long-term,  multi-site,  and  more  objective  measurement 
            approach to strengthen the generalization of findings and expand the 
            contribution of gamified sociocollaborative learning models in educational 
            practice. </p>
        </sec>

        <sec>
            <title>ADVANCED RESEARCH</title>
            <p>Future studies are recommended to implement gamified 
            sociocollaborative  learning  across  a  wider  range  of  schools  and  over  longer 
            periods  to  examine  its  long-term  impact  on  student  engagement  and  learning 
            outcomes.  Further  research  should  also  use  more  objective  measurement  tools 
            and  explore  variations  of  gamification  elements  to  identify  the  most  effective 
            designs for different student characteristics and subjects. </p>
        </sec>

    </body>

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