
This work is licensed under a Creative Commons Attribution 4.0 International License.
Assessing the Effectiveness of Gamified Learning Tools in Preschool Classrooms
Corresponding Author(s) : Kgomotso Moyo
Jurnal MENTARI: Manajemen, Pendidikan dan Teknologi Informasi,
Vol. 4 No. 1 (2025): September
Abstract
As digital technology becomes more embedded in early childhood education, gamified learning tools present a valuable opportunity to boost engagement and support cognitive development in preschool-aged children. This study explores the effectiveness of gamified tools in improving learning outcomes, motivation, and classroom participation among children aged 4 to 6 years. A mixed methods approach was used, involving two groups from preschools, the experimental group used gamified applications during instructional activities, while the control group followed traditional teaching methods over an eight-week period. Quantitative data were gathered through literacy and numeracy assessments conducted before and after the intervention, and qualitative data were collected through classroom observations and structured interviews with teachers. The findings revealed that children in the experimental group demonstrated statistically significant improvements in academic performance compared to the control group. They also showed higher levels of motivation, longer attention spans, and greater classroom engagement. Teachers reported more positive classroom dynamics during gamified sessions, noting increased enthusiasm, focus, and collaboration among students. These results suggest that gamified learning tools can serve as a powerful complement to traditional teaching approaches, helping to make early childhood education more effective and enjoyable. However, the study also emphasizes the importance of thoughtful implementation, such as aligning content with age-appropriate learning goals and ensuring teachers are well-equipped to facilitate technology-based instruction. Overall, gamified tools hold strong potential to enhance the preschool learning experience in meaningful ways.
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E. M. Smaili, S. Sraidi, S. Azzouzi, and M. E. H. Charaf, “Towards sustainable e-learning systems using an adaptive learning approach,” in Emerging Trends in ICT for Sustainable Development: The Proceedings of NICE2020 International Conference. Springer, 2021, pp. 365–372. code system through fit viability approach: Long work as a moderator variable,” Aptisi Transactions on Technopreneurship (ATT), vol. 5, no. 1, pp. 40–52, 2023.
L. Salsabila, M. Fikriya, F. Abdullah, and M. Affan, “Pemanfaatan teknologi blockchain dalam pengelolaan dana wakaf,” Jurnal Ekonomi Dan Bisnis Digital, vol. 1, no. 2, pp. 233–244, 2023.
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C. Halkiopoulos and E. Gkintoni, “Leveraging ai in e-learning: Personalized learning and adaptive assessment through cognitive neuropsychology—a systematic analysis,” Electronics, vol. 13, no. 18, p. 3762, 2024.
A. Alfina and S. Syafrinal, “Model sistem verifikasi dokumen ijazah digital berbasis teknologi blockchain,” SMARTICS Journal, vol. 8, no. 2, pp. 59–65, 2022.
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A.-I. Zourmpakis, S. Papadakis, and M. Kalogiannakis, “Education of preschool and elementary teachers on the use of adaptive gamification in science education,” International Journal of Technology Enhanced Learning, vol. 14, no. 1, pp. 1–16, 2022.
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Y. I. Bolat and N. Tas¸, “A meta-analysis on the effect of gamified-assessment tools’ on academic achievement in formal educational settings,” Education and Information Technologies, vol. 28, no. 5, pp. 5011– 5039, 2023.
D. Z. Hafshah and U. Dewi, “Pengembangan multimedia interaktif berbasis gamifikasi untuk meningkatkan hasil belajar materi dasar desain grafis kelas xi dkv smk negeri 1 lamongan,” Jurnal Mahasiswa Teknologi Pendidikan, vol. 14, no. 9, 2025.
H. Antonopoulou, C. Halkiopoulos, E. Gkintoni, and A. Katsimpelis, “Application of gamification tools for identification of neurocognitive and social function in distance learning education,” International Journal of Learning, Teaching and Educational Research, vol. 21, no. 5, pp. 367–400, 2022.
H. Sanulita, S. Syamsurijal, W. Ardiansyah, V. Wiliyanti, and R. Megawati, Strategi Pembelajaran: Teori & Metode Pembelajaran Efektif. PT. Sonpedia Publishing Indonesia, 2024.
A. Mutmainnah and R. Andika, “Pemanfaatan media wordwall terhadap evaluasi pembelajaran matematika di sekolah dasar,” Sinar Dunia: Jurnal Riset Sosial Humaniora dan Ilmu Pendidikan, vol. 3, no. 3, pp. 175–190, 2024.
H. Sujuan and P. BHOTISARN, “Effectiveness of gamified teaching for developing of early childhood mathematics at xinhua kindergarten in hechuan, chongqing,” Procedia of Multidisciplinary Research, vol. 2, no. 10, pp. 49–49, 2024.
M. I. Sanni, D. Apriliasari et al., “Blockchain technology application: Authentication system in digital education,” Aptisi Transactions on Technopreneurship (ATT), vol. 3, no. 2, pp. 151–163, 2021.