Wayground gamification and learning motivation in economics: An SDT-Based study with grade x students

Authors

  • Aisyah Luluan Maknun Department of Economics Education, Faculty of Economics and Business, Universitas Negeri Semarang, Central Java, Indonesia
  • Erni Harlina Isdiati Department of Economics Education, Faculty of Economics and Business, Universitas Negeri Semarang, Central Java, Indonesia

DOI:

https://doi.org/10.46963/asatiza.v7i2.3691

Keywords:

Wayground, Learning Motivation, Economics, Digital Natives, Self-Determination Theory

Abstract

Learning media tailored to students' characteristics can enhance motivation. However, previous studies have measured motivation as a general construct without grounding it in specific theory. Limited research has examined how gamification features in Wayground align with Self-Determination Theory (SDT) components, namely autonomy, competence, and relatedness, in the context of Economics education. This study addresses this gap by measuring the effect of SDT-based Wayground gamification on students' motivation to learn Economics through these three psychological needs. A quantitative quasi-experimental design with a posttest-only control group was employed. The study population consisted of 10th grade students at State High School 12 Semarang, selected via convenience sampling. The final sample comprised classes X-E5 (n=31) and X-E6 (n=32). Prior semester academic grades indicated comparable baseline abilities (experimental: 70; control: 70.4). The results showed that the average posttest learning motivation score for the experimental group (57.03) was higher than that of the control group (50.72). An independent t-test revealed a significant difference (p = 0.003), with a medium-to-large effect size (Cohen's d = 0.78). Sub-scale analysis based on SDT further indicated that Wayground particularly enhanced students' autonomy and relatedness, while competence showed improvement to a lesser extent. These findings suggest that Wayground has a significant effect on learning motivation for 10th grade students, specifically for market-related Economics topics. The implementation of Wayground is effective in enhancing students' learning motivation in Economics. Future research should employ longitudinal designs with multiple sessions to examine long-term motivation retention.

Downloads

Download data is not yet available.

References

Ahsan, F. A., Nasution, N. A., Dermawan, T. D., & Alda, M. (2026). Pengaruh penggunaan aplikasi Quizizz mobile terhadap motivasi belajar siswa di era pembelajaran digital. Jurnal Publikasi Teknik Informatika, 5(1), 192–200. https://doi.org/10.55606/jupti.v5i1.6413

Al Mawaddah, A. W., Hidayat, M. T., Amin, S. M., & Hartatik, S. (2021). Pengaruh penggunaan media pembelajaran Quizizz terhadap hasil belajar siswa pada mata pelajaran matematika melalui daring di sekolah dasar. Jurnal Basicedu, 5(5), 3109–3116. https://doi.org/10.31004/basicedu.v5i5.1288

Astuti, D., & Fatimah, S. (2022). Pengaruh penggunaan media Quizizz terhadap motivasi belajar peserta didik pada mata pelajaran ekonomi di SMA Negeri 10 Palembang. Jurnal Pendidikan Ekonomi, 2(1), 9–17. https://doi.org/10.30598/jpe.v2.i1.p9-17

Bergdahl, N., Nouri, J., Fors, U., & Knutsson, O. (2020). Engagement, disengagement and performance when learning with technologies in upper secondary school. Computers and Education, 149, 103783. https://doi.org/10.1016/j.compedu.2019.103783

Citra, C. A., & Rosy, B. (2020). Keefektifan penggunaan media pembelajaran berbasis game edukasi Quizizz terhadap hasil belajar teknologi perkantoran siswa kelas X SMK Ketintang Surabaya. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 8(2), 261–272. https://doi.org/10.26740/jpap.v8n2.p261-272

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications

Dimitrov, D. M., & Rumrill, P. D. J. (2003). Pretest-posttest designs and measurement of change. Work (Reading, Mass.), 20(2), 159–165. https://pubmed.ncbi.nlm.nih.gov/12671209/

Fadelelmoula, T. (2018). The impact of class attendance on student performance. International Research Journal of Medicine and Medical Sciences, 6(2), 47–49. https://doi.org/10.30918/IRJMMS.62.18.021

Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE Publications.

Gilbert, A. N., Sabina, I. C., & Chidozie, O. R. (2025). Perseverance in the face of life-trials and academic achievements in senior secondary schools: A comparative analysis of computer and economics students. International Journal of Advanced Multidisciplinary Research and Studies, 5(4), 192–198. https://doi.org/10.62225/2583049x.2025.5.4.4564

Guay, F., Morin, A. J. S., Litalien, D., Howard, J. L., & Gilbert, W. (2020). Trajectories of self-determined motivation during the secondary school: A growth mixture analysis. Journal of Educational Psychology, 113(2), 390–410. https://doi.org/10.1037/edu0000482

Habibzadeh, F. (2024). Data distribution: Normal or abnormal? Journal of Korean Medical Science, 39(3), 1–8. https://doi.org/10.3346/jkms.2024.39.e35

Heriyanto, H., Cahyadi, A., & Suroso, J. S. (2024). The effectiveness of using Quizizz in improving learners’ motivation and engagement in learning. Sebatik, 28(2), 581–586. https://doi.org/10.46984/sebatik.v28i2.2526

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 22. https://doi.org/10.3390/educsci11010022

Karlen, Y., Suter, F., Hirt, C., & Merki, K. M. (2019). The role of implicit theories in students’ grit, achievement goals, intrinsic and extrinsic motivation, and achievement in the context of a long-term challenging task. Learning and Individual Differences, 74, 101757. https://doi.org/10.1016/j.lindif.2019.101757

Kumari, K., & Biswas, S. (2025). The role of self confidence in academic success of undergraduate students in Bokaro district. Bharati International Journal of Multidisciplinary Research and Development, 3(3), 159–171. https://doi.org/10.70798/bijmrd/03030018

Maksum, M. N. R., Ihsan, M. Z. N., Vambudi, V. N., Rifai, A., Nisa, A. T., Alauddin, M. B., & Al Irfani, S. Z. (2025). Evaluating learning motivation as a mediator between family environment and academic achievement: Evidence from Indonesian secondary students. Jurnal Pendidikan Progresif, 15(03), 1905–1929. https://doi.org/10.23960/jpp.v15i3.pp1905-1929

Maulana, M. Y., & Limbong, I. E. (2025). Pemanfaatan media digital dalam meningkatkan efektivitas pembelajaran PAI untuk siswa SMA Islam Plus Adzkia Medan. Jurnal Yudistira: Publikasi Riset Ilmu Pendidikan dan Bahasa, 3(4), 441–449. https://doi.org/10.61132/yudistira.v3i4.2416

Nurafifah, F. F., Sudrajat, A., & Akbar, Z. (2021). The effect of academic motivation and information literature self-efficiency on student academic achievement. International Journal of Multicultural and Multireligious Understanding, 8(8), 421–429. https://doi.org/10.18415/ijmmu.v8i8.2952

Nuriansyah, F., Ahman, E., Disman, & Rasto. (2025). Relationship between digital literacy, learning motivation, and learning outcomes: A systematic review using the PRISMA approach. The International Conference on Sustainable Economics Management and Accounting Proceeding, 01(01), 2814–2824. https://doi.org/10.32424/icsema.1.1.442

OECD. (2019a). PISA 2018 results (Volume I): What students know and can do. https://doi.org/10.1787/5f07c754-en

OECD. (2019b). PISA 2018 results (Volume III): What school life means for students’ lives. https://doi.org/10.1787/acd78851-en

Prasetya, R. N., Budiman, R. D. A., Astuti, A., Friani, D. A., & Siradjuddin, S. (2025). Student perceptions of the use of interactive digital media in improving learning motivation. Juwara: Jurnal Wawasan dan Aksara, 5(1), 32–41. https://doi.org/10.58740/juwara.v5i1.313

Prensky, M. (2001). Digital natives, digital immigrants part 1. On the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816

Richardson, M., Abraham, C., & Bond, R. (2012). Psychological correlates of university students’ academic performance: A systematic review and meta-analysis. Psychological Bulletin, 138(2), 353–387. https://doi.org/10.1037/a0026838

Riyadi, A., & Sudiyatno. (2023). The impact of online learning on students learning motivation. Jurnal Pendidikan Vokasi, 13(1), 36–43. https://doi.org/10.21831/jpv.v13i1.46568

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.4324/9780429052675

Sa’diyah, H., Isriyah, M., & Masyitoh, D. (2025). Pengembangan nilai-nilai budaya tota’an merpati berbasis teori self-determination untuk mengurangi amotivasi mahasiswa angkatan 2021. SENTRI: Jurnal Riset Ilmiah, 4(8), 1675–1684. https://doi.org/10.55681/sentri.v4i8.4523

Salsabila, U. H., Habiba, I. S., Amanah, I. L., Istiqomah, N. A., & Difany, S. (2020). Pemanfaatan aplikasi Quizizz sebagai media pembelajaran di tengah pandemi pada siswa SMA. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 4(2), 163–173. https://doi.org/10.22437/jiituj.v4i2.11605

Schunk, D. H., Meece, J. R., & Pintrich, P. R. (2014). Motivation in education: Theory, research, and applications (4th ed.). Pearson.

Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.

Solikah, H. (2020). Pengaruh penggunaan media pembelajaran interaktif Quizizz terhadap motivasi dan hasil belajar siswa pada materi teks persuasif kelas viii di SMPN 5 Sidoarjo tahun pelajaran 2019/2020. BAPALA: Jurnal Pendidikan Bahasa dan Sastra Indonesia, 7(3), 1–8. https://ejournal.unesa.ac.id/index.php/bapala/article/view/34508

Tabachnick, B. G., & Fidell, L. S. (2019). Using multivariate statistics (7th ed.). Pearson

Tondeur, J., Scherer, R., Siddiq, F., & Baran, E. (2020). Enhancing pre-service teachers’ technological pedagogical content knowledge (TPACK): A mixed-method study. Educational Technology Research and Development, 68(1), 319–343. https://doi.org/10.1007/s11423-019-09692-1

Tupen, H. E. B., Wao, E. A., Sara, A. N., & Naki, M. S. (2025). Pengaruh media Quizizz terhadap peningkatan motivasi dan aktivitas belajar siswa SMA Negeri 1 Nangapanda. De Fermat: Jurnal Pendidikan Matematika, 8(1), 223–231. https://doi.org/10.36277/defermat.v8i1.2290

Wang, A. I., & Tahir, R. (2020). The effect of using Kahoot! for learning – A literature review. Computers and Education, 149(2), 103818. https://doi.org/10.1016/j.compedu.2020.103818

Wang, M. T., & Fredricks, J. A. (2014). The reciprocal links between school engagement, youth problem behaviors, and school dropout during adolescence. Child Development, 85(2), 722–737. https://doi.org/10.1111/cdev.12138

Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30(1), 100326. https://doi.org/10.1016/j.edurev.2020.100326

Zhou, Q., & Zhang, H. (2025). Flipped classroom teaching and ARCS motivation model: Impact on college students’ deep learning. Education Sciences, 15(4), 517. https://doi.org/10.3390/educsci15040517

Downloads

Published

2026-05-30

How to Cite

Maknun, A. L., & Isdiati, E. H. (2026). Wayground gamification and learning motivation in economics: An SDT-Based study with grade x students. Asatiza: Jurnal Pendidikan, 7(2), 363-377. https://doi.org/10.46963/asatiza.v7i2.3691

Similar Articles

11-20 of 100

You may also start an advanced similarity search for this article.