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