Effects of Scratch Gamification with MDA on Students’ Engagement and Learning Outcomes
DOI:
https://doi.org/10.55927/fjcis.v5i1.16434Keywords:
Gamification, Scratch, MDA Model, Student Engagement, Learning OutcomesAbstract
This study aims to examine the effect of Scratch-based gamification using the MDA (Mechanics–Dynamics–Aesthetics) model on students’ engagement and learning outcomes in primary education. A quasi-experimental method with a pretest–posttest design was applied to 115 students. Data were collected through tests and questionnaires and analyzed using paired sample t-tests and descriptive analysis. The results showed a significant improvement in learning outcomes, with a mean pretest score of 56.84 and posttest score of 71.03 (t = -26.57; p < 0.001). In addition, students’ engagement was categorized as high (mean = 3.73). These findings indicate that Scratch-based gamification integrated with the MDA model is effective in improving learning quality.
Downloads
References
Ahmed Dahri, N., Yahaya, N., Mugahed Al-Rahmi, W., Almuqren, L., Almgren, A. S., Alshimai, A., & Samed Al-Adwan, A. (2025). The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives. IEEE Access, 13(April), 70791–70810. https://doi.org/10.1109/ACCESS.2025.3560567.
Balalle, H. (2024). Exploring student engagement in technology-based education in relation to gamification, online/distance learning, and other factors: A systematic literature review. Social Sciences and Humanities Open, 9(March), 100870. https://doi.org/10.1016/j.ssaho.2024.100870.
Blyznyuk, O., Kachak, T., Blyznyuk, T., & Nazaruk, S. K. (2025). QUALITY EDUCATION IN THE DIGITAL AGE: ADAPTING TO 21ST CENTURY PRIMARY SCHOOL LEARNERS. Journal of Vasyl Stefanyk Precarpathian National University, 12(1), 58 – 68. https://doi.org/10.15330/jpnu.12.1.58-68.
Chen, Y., Zhao, Y., & Wang, M. (2024). An Empirical Study on the Effect of Gamified Teaching in Scratch Courses on Developing Elementary Students’ Computational Thinking. 2024 13th International Conference on Educational and Information Technology (ICEIT), 78–83. https://doi.org/10.1109/ICEIT61397.2024.10541025.
Ivanković, T., Jagušt, T., Božić, A. V., & Hoić-Božić, N. (2025). Gamified and Adaptive Learning System Codey for Learning Programming. IEEE Global Engineering Education Conference, EDUCON. https://doi.org/10.1109/EDUCON62633.2025.11016339.
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00227-z.
Koutsikou, A., & Antonopoulos, N. (2024). Using gamification techniques to enhance learning in primary school. In Empowering STEM Educators With Digital Tools. https://doi.org/10.4018/979-8-3693-9806-7.ch008.
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125(August), 106963. https://doi.org/10.1016/j.chb.2021.106963.
Kurnaz, M. F., & Koçtürk, N. (2025). A Meta‐Analysis of Gamification’s Impact on Student Motivation in K‐12 Education. Psychology in the Schools, 62, 4997–5009. https://doi.org/10.1002/pits.70056.
Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning. Education Sciences, 14(4), 1–28. https://doi.org/10.3390/educsci14040367.
Lee, C.-W., & Su, Y.-L. (2023). A study of game-based learning in STEM education: A computer programming course for visual design students at a university in Taiwan. AIP Conference Proceedings, 2685. https://doi.org/10.1063/5.0113688.
Pérez-Jorge, D., & Martínez-Murciano, M. C. (2022). Gamification with Scratch or App Inventor in Higher Education: A Systematic Review. Future Internet, 14(12). https://doi.org/10.3390/fi14120374.
Prykhodchenko, S. D., Prykhodchenko, O. Y., Shevtsova, O. S., & Semenov, S. Y. (2020). Gamification of Learning Scratch in Elementary School. OpenAccess Series in Informatics, 81(20), 1–11. https://doi.org/10.4230/OASIcs.ICPEC.2020.20.
Ruiz, J. J. R., Sanchez, A. D. V., & Figueredo, O. R. B. (2024). Impact of gamification on school engagement: a systematic review. Frontiers in Education, Volume 9-. https://doi.org/10.3389/feduc.2024.1466926.
Sembiring, A. (2025). Jurnal Ilmiah Teknologi Pendidikan Effectiveness of Roblox-Based Metaverse Learning Media in Enhancing Digital Literacy among Primary School Students in Technology-Limited Areas. 5(1), 14–23. https://doi.org/10.58723/finger.v5i1.593.
Žufić, J., Žufić, A., & Bodiš, S. (2025). Hour of Code: Classroom Escape. 2025 MIPRO 48th ICT and Electronics Convention, 328–332. https://doi.org/10.1109/MIPRO65660.2025.11131953.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Agustinus Sembiring, Heni Jusuf, Handri Santoso

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
































