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SKRIPSI GAMIFICATION IN ENGLISH LANGUAGE LEARNING: STRENGTHENING THE PANCASILA STUDENT PROFILE THROUGH EDUCATIONAL INNOVATION – A SYSTEMATIC LITERATURE REVIEW
Gamification is an innovative approach in English language learning, which offers the potential to increase students' motivation, engagement, and academic achievement. In the Indonesian context, there is still little study on integrating gamification with character education as stated in the national education goals, mainly the Pancasila Student Profile. This systematic review synthesizes findings from 26 internationally indexed empirical studies published between 2019 and 2025 to evaluate the effectiveness of gamification in English language learning and its role in reinforcing Pancasila values. The review followed PRISMA guidelines and employed thematic analysis to identify key trends and map gamification elements to the six core competencies of the Pancasila Student Profile. Results indicate that gamification consistently improves cognitive outcomes and fosters character development, particularly collaboration, independence, and critical thinking. Commonly used elements include points, badges, leaderboards, and digital platforms. However, challenges such as limited technological infrastructure and teacher readiness persist. The findings highlighted the importance of culturally relevant gamification design to support language proficiency and character education in Indonesia. This study offers strategic recommendations and suggestions for educators and policymakers to maximize the use of gamification in supporting student development in both academic and non-academic aspects
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