Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)

Development and Empirical Evaluation of Gamification-Driven Learning Models for Digital Natives in Higher Education

Authors
Kunto Imbar Nursetyo1, *, Robinson Situmorang1, Dwi Kusumawardani1
1Universitas Negeri Jakarta, Jakarta, Indonesia, 13220
*Corresponding author. Email: kuntoimbar@unj.ac.id
Corresponding Author
Kunto Imbar Nursetyo
Available Online 23 April 2026.
DOI
10.2991/978-2-38476-567-6_19How to use a DOI?
Keywords
Development; Empirical Evaluation; Gamification
Abstract

Gamification has strong potential to increase student motivation and improve learning outcomes, especially among digital natives in higher education. However, there is still limited research on creating gamification instructional models based on systematic instructional design frameworks. This study employed a Research and Development (R&D) approach, including expert validation, practicality testing, and effectiveness evaluation. Participants consisted of undergraduate students at Universitas Negeri Jakarta, 18 lecturers from various Indonesian universities, and Educational Technology experts. The developed model adopts the CIRCUS syntax (Consider Needs, Inspect Content, Regulate Objectives, Construct Prototype, Utilize Prototype, Summing-Up). Expert validation yielded an average Aiken’s V index of 0.87, indicating strong validity. Lecturer assessments resulted in an average practicality score of 85 percent, classifying it as very practical. Effectiveness testing showed an improvement in student learning outcomes, increasing from 68 percent before implementation to 82 percent after applying the model. The CIRCUS model is valid, practical, and effective for use in higher education. It provides theoretical insights to gamification research and practical guidance for lecturers and institutions when designing learning experiences tailored to digital natives in the digital age.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
23 April 2026
ISBN
978-2-38476-567-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-567-6_19How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Kunto Imbar Nursetyo
AU  - Robinson Situmorang
AU  - Dwi Kusumawardani
PY  - 2026
DA  - 2026/04/23
TI  - Development and Empirical Evaluation of Gamification-Driven Learning Models for Digital Natives in Higher Education
BT  - Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)
PB  - Atlantis Press
SP  - 153
EP  - 162
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-567-6_19
DO  - 10.2991/978-2-38476-567-6_19
ID  - Nursetyo2026
ER  -