Gamification-Based Science Learning with a Deep Learning Approach in Elementary Schools

Authors

  • Kadek Hengki Primayana Institut Agama Hindu Negeri Mpu Kuturan
  • Ni Luh Yunita Maharani Institut Agama Hindu Negeri Mpu Kuturan
  • Kadek Dwi Anjani Pratiwi Institut Agama Hindu Negeri Mpu Kuturan
  • Ketut Murni Sri Artini Institut Agama Hindu Negeri Mpu Kuturan
  • Kadek Ayu Septya Dewi Institut Agama Hindu Negeri Mpu Kuturan

DOI:

https://doi.org/10.47134/pgsd.v3i3.2708

Keywords:

Gamification, Deep Learning, Elementary School, Learning Motivation, Digital Media

Abstract

Elementary school education often faces the challenge of low student engagement, motivation, and enthusiasm due to monotonous teaching methods. This article aims to examine the role and integration of gamification and deep learning approaches in elementary school education. The study employs a qualitative approach through a literature review of 25 journals (2017–2026). The findings indicate that the combination of gamification and deep learning has a significant positive impact on the learning process. Gamification enhances students’ intrinsic motivation and engagement through points, levels, badges, and leaderboards; deep learning fosters contextual understanding, enabling students to connect new knowledge with real-world experiences and develop critical thinking skills. Digital media (Kahoot!, Quiziz, PowerPoint, educational videos) support the integration of both in the classroom [SHORT: the list of media is condensed into a short phrase]. The studies reviewed show that 85% of students are ready for digital learning, 86% accept gamification, and 97% want meaningful and reflective learning. However, implementation faces challenges: limited teacher competencies in designing innovative digital media, as well as uneven distribution of facilities and infrastructure. Practical recommendations: enhanced teacher training, quasi-experimental research to measure the impact on Higher-Order Thinking Skills (HOTS) and long-term retention, and investment in digital infrastructure for equitable access in elementary schools.

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Published

2026-06-23

How to Cite

Kadek Hengki Primayana, Ni Luh Yunita Maharani, Kadek Dwi Anjani Pratiwi, Ketut Murni Sri Artini, & Kadek Ayu Septya Dewi. (2026). Gamification-Based Science Learning with a Deep Learning Approach in Elementary Schools. Jurnal Pendidikan Guru Sekolah Dasar, 3(3), 1–10. https://doi.org/10.47134/pgsd.v3i3.2708

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