Implikasi Dan Tantangan Penggunaan Game-Based Learning Bagi Pembelajar Dewasa: A Systematic Literature Review
Main Article Content
Abstract
Pemanfaatan game-based learning (GBL) terbukti efektif meningkatkan motivasi dan keterlibatan aktif pebelajar. Namun, mayoritas kajian literatur GBL masih berfokus pada pendidikan anak usia dini dan remaja, sehingga terdapat kekosongan informasi mengenai efektivitas, variasi bidang studi, serta tantangan implementasi GBL yang spesifik bagi karakteristik pembelajar dewasa. Oleh karena itu, tinjauan literatur sistematis (Systematic Literature Review) ini bertujuan untuk mensintesis temuan riset terkini (2014-2023) terkait peluang dan tantangan penerapan GBL pada orang dewasa. Mengikuti protokol PRISMA, penelusuran artikel dilakukan pada tiga database utama (ERIC, Scopus, dan Google Scholar) dan berhasil menjaring 15 artikel relevan untuk dianalisis secara mendalam setelah melalui kriteria inklusi dan eksklusi yang ketat. Hasil analisis menunjukkan bahwa implementasi GBL bagi pembelajar dewasa dominan dijalankan pada perangkat komputer/desktop (54%) dibandingkan perangkat mobile dan gim tradisional. Penerapan GBL tersebar secara merata pada bidang ilmu saintek, humaniora, dan kesehatan, tanpa adanya bidang yang mendominasi. Mayoritas artikel (13 dari 15) melaporkan dampak positif yang signifikan bagi hasil belajar, termasuk potensi inklusivitas bagi pembelajar disabilitas dewasa. Meskipun demikian, efektivitas GBL sangat menuntut keselarasan antara desain mekanik gim dengan prinsip andragogi guna menghindari resistensi psikologis dari pembelajar dewasa. Pengembang gim edukasi digital masa depan perlu menitikberatkan pada aspek UI/UX adaptif yang mempertimbangkan kondisi fisik dan kognitif orang dewasa
The use of game-based learning (GBL) has been proven effective in increasing motivation and active engagement of learners. However, most GBL literature studies still focus on early childhood and adolescent education, resulting in limited information regarding the effectiveness, variety of study areas, and challenges of GBL implementation specific to the characteristics of adult learners. Therefore, this systematic literature review aims to synthesize the findings of recent research (2014-2023) related to the opportunities and challenges of GBL implementation for adults. Following the PRISMA protocol, a search of articles was conducted in three major databases (ERIC, Scopus, and Google Scholar) and successfully captured 15 relevant articles for in-depth analysis after going through strict inclusion and exclusion criteria. The analysis results show that GBL implementation for adult learners is predominantly carried out on computers/desktop devices (54%) compared to mobile devices and traditional games. GBL implementation is evenly distributed across the fields of science, humanities, and health, with no single field dominating. Most articles (13 of 15) reported significant positive impacts on learning outcomes, including the potential for inclusivity for adult learners with disabilities. However, the effectiveness of GBL requires alignment between game mechanics and andragogical principles to avoid psychological resistance from adult learners. Future digital educational game developers need to emphasize adaptive UI/ UX aspects that take into account the physical and cognitive conditions of adults.
Article Details
Section

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Please download and complete the Form, Copyright Transfer, and Ethics Statement Form. The following is provided at the time of submitting the text (Upload Additional Files):
How to Cite
References
Alper, A., Şengün Öztaş, E., Atun, H., Çınar, D., & Moyenga, M. (2021). A Systematic Literature Review towards the Research of Game-Based Learning with Augmented Reality. International Journal of Technology in Education and Science, 5(2), 224–244. https://doi.org/10.46328/ijtes.176
Alshar’E, M., Albadi, A., Jawarneh, M., Tahir, N., & Al Amri, M. (2022). Usability Evaluation of Educational Games: An Analysis of Culture as a Factor Affecting Children’s Educational Attainment. Advances in Human-Computer Interaction, 2022. https://doi.org/10.1155/2022/9427405
Aoki, K. (2020). Technologies for Lifelong and Lifewide Learning and Recognition: A Vision for the Future BT - Emerging Technologies and Pedagogies in the Curriculum (S. Yu, M. Ally, & A. Tsinakos (eds.); pp. 41–52). Springer Singapore. https://doi.org/10.1007/978-981-15-0618-5_3
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Journal of Educational Technology & Society, 17(4), 133–149. http://www.jstor.org/stable/jeductechsoci.17.4.133
Bahl, M. (2023). A Step-by-Step Guide to Writing a Scientific Review Article. Journal of Breast Imaging, 5(4), 480–485. https://doi.org/10.1093/jbi/wbad028
Belogianni, K., Ooms, A., Ahmed, H., Nikoletou, D., Grant, R., Makris, D., & Moir, H. J. (2019). Rationale and Design of an Online Educational Program Using Game-Based Learning to Improve Nutrition and Physical Activity Outcomes Among University Students in the United Kingdom. Journal of the American College of Nutrition, 38(1), 23–30. https://doi.org/10.1080/07315724.2018.1476929
Blaschke, L. M., Hase, S., & Associates, A. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1.
Calle-Bustos, A. M., Juan, M. C., García-García, I., & Abad, F. (2017). An augmented reality game to support therapeutic education for children with diabetes. PLoS ONE, 12(9), 1–23. https://doi.org/10.1371/journal.pone.0184645
Chang, C. C., & Yang, S. T. (2023). Interactive effects of scaffolding digital game-based learning and cognitive style on adult learners’ emotion, cognitive load and learning performance. International Journal of Educational Technology in Higher Education, 20(1). https://doi.org/10.1186/s41239-023-00385-7
Conesa Caralt, J., Garcia Alsina, M., Batalla Busquets, J. M., Cruz Gil, M. del C., Gómez Zúñiga, B., Martínez Argüelles, M. J., Monjo Palau, A., & Mor Pera, E. (2021). A Vision About Lifelong Learning and Its Barriers (preprint). International Journal of Grid and Utility Computing, 1–9.
Connors, E. C., Chrastil, E. R., Sánchez, J., & Merabet, L. B. (2014). Virtual environments for the transfer of navigation skills in the blind: A comparison of directed instruction vs. video game based learning approaches. Frontiers in Human Neuroscience, 8(MAY), 1–13. https://doi.org/10.3389/fnhum.2014.00223
Coskun, Z. N., & Mitrani, C. (2020). An instructional design for vocabulary acquisition with a hidden disability of dyslexia. Cypriot Journal of Educational Sciences, 15(2), 305–318. https://doi.org/10.18844/cjes.v15i2.4671
Demirel, Ö., Seferoğlu, S.S., Yağcı, E. (2023). No TitleInstructional technologies and material development (5th. ed.). Ankara: PegemA.
Greipl, S., Klein, E., Lindstedt, A., Kiili, K., Moeller, K., Karnath, H. O., Bahnmueller, J., Bloechle, J., & Ninaus, M. (2021). When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning. Computers in Human Behavior, 125(January), 106946. https://doi.org/10.1016/j.chb.2021.106946
Huei Tse Hou. (2022). Augmented reality board game with multidimensional sca?olding mechanism.
Huo, Y. (2019). A pedagogy-based framework for optimizing learning efficiency across multiple disciplines in educational games. International Journal of Information and Education Technology, 9(10), 704–709. https://doi.org/10.18178/ijiet.2019.9.10.1290
Hurlock, E. B. (1898). Child Development McGraw-Hill series in psychology (Fifth Edition). McGraw-Hill Book Company, 1–495.
Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students’ learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895–1906. https://doi.org/10.1080/10494820.2015.1057747
Ke, F., & Abras, T. (2013). Games for engaged learning of middle school children with special learning needs. British Journal of Educational Technology, 44(2), 225–242. https://doi.org/10.1111/j.1467-8535.2012.01326.x
Khorammakan, R., Omid, A., Mirmohammadsadeghi, M., & Ghadami, A. (2023). Puzzle game-based learning: a new approach to promote learning of principles of coronary artery bypass graft surgery. BMC Medical Education, 23(1), 1–15. https://doi.org/10.1186/s12909-023-04156-w
Klopfer, E., & Yoon, S. (2005). Developing games and simulations for today and tomorrow’s tech savvy youth. TechTrends, 49(3), 33–41. https://doi.org/10.1007/bf02763645
Kober, S. E., Wood, G., Kiili, K., Moeller, K., & Ninaus, M. (2020). Game-based learning environments affect frontal brain activity. PLoS ONE, 15(11 November), 1–22. https://doi.org/10.1371/journal.pone.0242573
Manuti, A., Pastore, S., Scardigno, A. F., Giancaspro, M. L., & Morciano, D. (2015). Formal and informal learning in the workplace: A research review. International Journal of Training and Development, 19(1), 1–17. https://doi.org/10.1111/ijtd.12044
Maphosa, N., & Oughton, H. (2021). “What am I doing here?” Perspectives of Zimbabwean adult learners on the relevance of adult numeracy to their needs and aspirations. Adults Learning Mathematics International Journal, 15(1), 19–44.
Marpaung, D. N., Pongkendek, J. J., Azzajjad, M. F., & Sukirno, S. (2021). Analysis of Student Motivation using Chemsketch on Hydrocarbon Topic in SMA Negeri 2 Merauke. Journal of Applied Science, Engineering, Technology, and Education, 3(1), 69–73. https://doi.org/10.35877/454ri.asci105
Miralles, L., Garcia-Vazquez, E., & Dopico, E. (2021). Game-based learning for engaging citizens in biopollution control. Interdisciplinary Science Reviews, 46(4), 677–688. https://doi.org/10.1080/03080188.2021.1891684
Ninaus, M., Greipl, S., Kiili, K., Lindstedt, A., Huber, S., Klein, E., Karnath, H. O., & Moeller, K. (2019). Increased emotional engagement in game-based learning – A machine learning approach on facial emotion detection data. Computers and Education, 142(July), 103641. https://doi.org/10.1016/j.compedu.2019.103641
Park, M. (2016). Usability test of game-based learning in safe-medication education for older adults. International Journal of Computational Vision and Robotics, 6(3), 261–266. https://doi.org/10.1504/IJCVR.2016.077357
Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2019). Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329–346. https://doi.org/10.1007/s10055-018-0347-2
Pradana, M., Silvianita, A., Madiawati, P. N., Calandra, D., Lanzalonga, F., & Oppioli, M. (2023). A Guidance to Systematic Literature Review to Young Researchers by Telkom University and the University of Turin. To Maega : Jurnal Pengabdian Masyarakat, 6(2), 409. https://doi.org/10.35914/tomaega.v6i2.1915
Soylucicek, S. (2012). Graphic Design on Educational Computer Games. Procedia - Social and Behavioral Sciences, 46, 2083–2087. https://doi.org/10.1016/j.sbspro.2012.05.432
Sukmawati, F. T. (2020). Implementasi Model Problem Based Learning untuk Meningkatkan Keterampilan Berkomunikasi Lisan dan Hasil Belajar Plantae. Jurnal Bioterdidik: Wahana Ekspresi Ilmiah, 8(3), 68–75. https://doi.org/10.23960/jbt.v8i3.21595
Sun, C., Shute, V. J., Stewart, A. E. B., Beck-White, Q., Reinhardt, C. R., Zhou, G., Duran, N., & D’Mello, S. K. (2022). The relationship between collaborative problem solving behaviors and solution outcomes in a game-based learning environment. Computers in Human Behavior, 128(January 2021), 107120. https://doi.org/10.1016/j.chb.2021.107120
Żammit, J. (2022). Is mobile game-based learning effective for international adults learning Maltese? Asian-Pacific Journal of Second and Foreign Language Education, 7(1). https://doi.org/10.1186/s40862-022-00157-2
Zuo, T., Birk, M. V., van der Spek, E. D., & Hu, J. (2023). The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning. Entertainment Computing, 46(November 2022), 100563. https://doi.org/10.1016/j.entcom.2023.100563