The Role of Intrinsic Motivation in Mediating the Relationship between Game-Based Learning and Student Engagement

  • Elsa Dahosa Emanuella Putri Universitas Negeri Malang, Department of Accounting, Indonesia
  • Dudung Ma’ruf Nuris Universitas Negeri Malang, Department of Accounting, Indonesia
  • Nia Mar’atus Solekah SMK Negeri 2 Kota Kediri, Indonesia
Keywords: Behavioral Engagement, Emotional Engagement, Game-Based Learning, Intrinsic Motivation

Abstract

This study was conducted to examine the effect of Game-Based Learning (GBL) on students’ intrinsic motivation, behavioral engagement, and emotional engagement, as well as the mediating role of intrinsic motivation in these relationships. The study was prompted by the phenomenon of learning loss following the COVID-19 pandemic, which has led to a decline in motivation and engagement among students at SMKN 2 Kota Kediri. A quantitative approach using SEM-PLS analysis was employed, with a questionnaire serving as the data collection instrument. The theoretical framework used is Self-Determination Theory (SDT) by Ryan & Deci. The study found that GBL has a significant positive effect on intrinsic motivation (f² = 1.328), behavioral engagement (f² = 0.382), and emotional engagement (f² = 0.109). Intrinsic motivation was found to have a significant effect on emotional engagement, but not on behavioral engagement. Mediation analysis indicated that intrinsic motivation partially mediates the effect of GBL on emotional engagement, whereas on the behavioral engagement pathway, intrinsic motivation was not found to act as a mediator. These findings imply that GBL is a learning method considered effective in enhancing learners’ motivation and engagement.

References

Alimuddin, J., & Pratiwi, W. (2022). Pembelajaran Pasca Pandemi Covid-19 Di Sekolah Dasar Post Covid-19 Pandemic Learning in Elementary School. Jurnal Ilmiah KONTEKSTUAL, 4(01), 1–8.

Amzalag, M., Kadusi, D., & Peretz, S. (2024). Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students. Journal of Educational Computing Research, 62(5), 1209–1233. https://doi.org/10.1177/07356331241236937

Az Zahro, D. I., & Setyowibowo, F. (2024). Penerapan Model Game Based Learning Berbasis Quizwhizzer Dalam Meningkatkan Motivasi Belajar Peserta Didik Kelas Xi Pemasaran Smk Negeri 3 Sukoharjo. J-KIP (Jurnal Keguruan Dan Ilmu Pendidikan), 5(3), 651–659. https://doi.org/10.25157/j-kip.v5i3.15465

Chen, C. C., & Tu, H. Y. (2021). The Effect of Digital Game-Based Learning on Learning Motivation and Performance Under Social Cognitive Theory and Entrepreneurial Thinking. Frontiers in Psychology, 12(December). https://doi.org/10.3389/fpsyg.2021.750711

Covrig, M., Agoston, S. I. G., Igreț, R. Ștefania, Marinaș, C. V., Miron, A. D., & Roman, M. (2023). Students’ Engagement and Motivation in Gamified Learning. Amfiteatru Economic, 25(Special Issue 17), 709–730. https://doi.org/10.24818/EA/2023/S17/1003

Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. In Education and Information Technologies (Vol. 29, Number 2). Springer US. https://doi.org/10.1007/s10639-022-11548-w

Eltahir, Mohd. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251–3278. https://doi.org/10.1007/s10639-020-10396-w

Engzell, P., Frey, A., & Verhagen, M. D. (2021). Learning loss due to school closures during the COVID-19 pandemic. Proceedings of the National Academy of Sciences, 118(17). https://doi.org/10.1073/pnas.2022376118

Ferrer, J., Ringer, A., Saville, K., A Parris, M., & Kashi, K. (2022). Students’ motivation and engagement in higher education: the importance of attitude to online learning. Higher Education, 83(2), 317–338. https://doi.org/10.1007/s10734-020-00657-5

Fonseca, I., Caviedes, M., Chantré, J., & Bernate, J. (2023a). Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review. International Journal of Emerging Technologies in Learning (IJET), 18(21), 4–23. https://doi.org/10.3991/ijet.v18i21.40035

Fonseca, I., Caviedes, M., Chantré, J., & Bernate, J. (2023b). Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review. International Journal of Emerging Technologies in Learning (IJET), 18(21), 4–23. https://doi.org/10.3991/ijet.v18i21.40035

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-clarke, J., & Edwards, T. (2016). Computers in Human Behavior Challenging games help students learn : An empirical study on engagement , fl ow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Hotmaidah Hasibuan, W. W. S. L. (2020). Dampak Pembelajaran Daring Pada Masa Pandemi Covid-19 Terhadap Minat Belajar Mahasiswa Biologi Uin Syahada Padangsidimpuan. Jurnal Inovasi Pendidikan Sains Dan Terapan, 1(2), 85–91. https://jurnal.politap.ac.id/index.php/intern

Kiili, K., Siuko, J., Cloude, E., & Dindar, M. (2023). Demystifying the Relations of Motivation and Emotions in Game-Based Learning: Insights from Co-Occurrence Network Analysis. International Journal of Serious Games, 10(4), 93–112. https://doi.org/10.17083/ijsg.v10i4.629

Leitão, R., Maguire, M., Turner, S., & Guimarães, L. (2022). A systematic evaluation of game elements effects on students’ motivation. Education and Information Technologies, 27(1), 1081–1103. https://doi.org/10.1007/s10639-021-10651-8

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1253549

Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLOS ONE, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350

Liana, C. (2024). Pengaruh Model Game Based Learning Berbasis Classpoint Terhadap Keaktifan Siswa Dalam Pembelajaran Sejarah Di Sma Mahardika. AVATARA, e-Journal Pendidikan Sejarah, 15(3), 1–9.

Lozada Lozada, R. F. (2025). Game-Based Learning (GBL) strategies in education: impact on motivation and content retention. Polo Del Conocimiento, 10(11), 135–151. https://doi.org/10.23857/pc.v10i11.10633

McAuley, Duncan, and T. (1987). Intrinsic Motivation Inventory (IMI).

Mendoza, N. B., Yan, Z., & King, R. B. (2023). Supporting students’ intrinsic motivation for online learning tasks: The effect of need-supportive task instructions on motivation, self-assessment, and task performance. Computers and Education, 193. https://doi.org/10.1016/j.compedu.2022.104663

Miao, J., & Ma, L. (2023). Teacher Autonomy Support Influence on Online Learning Engagement: The Mediating Roles of Self-Efficacy and Self-Regulated Learning. SAGE Open, 13(4). https://doi.org/10.1177/21582440231217737

Muzdalifa, E. (2022). Learning Loss Sebagai Dampak Pembelajaran Online Saat Kembali Tatap Muka Pasca Pandemi Covid 19. GUAU Jurnal Pendidikan Profesi Guru Agama Islam, 2(1), 2022.

Nadeem, M., Oroszlanyova, M., & Farag, W. (2023). Effect of Digital Game-Based Learning on Student Engagement and Motivation. Computers, 12(9). https://doi.org/10.3390/computers12090177

Nadiah, & Niarrofah. (2024). Pengaruh Pemberian Reward Terhadap Motivasi Belajar Siswa. Almarhalah | Jurnal Pendidikan Islam, 7(2), 144–151. https://doi.org/10.38153/almarhalah.v7i2.96

Noor, E. F., & Zubaidah. (2022). Implementasi Media Asesmen Berbasis Gamifikasi terhadap Motivasi Belajar Biologi Peserta didik MAN Kotawaringin Timur. JPSP: Jurnal Penelitian Sains Dan Pendidikan, 2(2), 160.

Nurrindar, M., & Wahjudi, E. (2021). Pengaruh Self-efficacy Terhadap Keterlibatan Siswa Melalui Motivasi Belajar. Jurnal Pendidikan Akuntansi (JPAK), 9(1), 140–148. https://doi.org/10.26740/jpak.v9n1.p140-148

Nusairat, N. M., Al-Qaisi, S., Shater, A., Hammouri, Q., Al-Dweeri, R. M., Al-Gasawneh, J. A., Fadlallah, H. R., & Darawsheh, S. R. (2024). Game-based student e-learning experience: Empirical evidence from private universities in Jordan. International Journal of Data and Network Science, 8(2), 1285–1292. https://doi.org/10.5267/j.ijdns.2023.11.006

Rachmad, Y. E. (2022). Educational Engagement Theory. Lüneburger Heide Buch Internationaler Verlag. https://doi.org/10.17605/OSF.IO/KGTCX

Raharjo, A. D., Putri, A. A., & Budi, H. R. (2024). The use of game-based learning to increase student engagement. Hipkin Journal of Educational Research, 1(3), 299–310. https://doi.org/10.64014/hipkin-jer.v1i3.30

Rahmawati, D., & Putra, R. (2022). Inovasi media pembelajaran digital untuk pendidikan karakter. Jurnal Teknologi Pendidikan, 24(1), 45–54.

Rahmawati, V., Umamah, N., Sumardi, S., & Marjono, M. (2023). The Effect of the Game-Based Learning Model on Student Engagement in History Learning. Paramita: Historical Studies Journal, 33(1), 163–173. https://doi.org/10.15294/paramita.v33i1.37748

Rahmawati, Y. (2022). Akuntansi Syariah di Indonesia dalam Era Digital. Indonesian Journal of Islamic Economics and Finance, 2(1), 1–12. https://doi.org/10.37680/ijief.v2i1.1366

Rajput, S., Ali, F., & Kaurav, R. P. S. (2022). Structural Equation Modelling (SEM). In Encyclopedia of Tourism Management and Marketing: Volume 1-4 (Vol. 4). https://doi.org/10.4337/9781800377486.structural.equation.modelling

Reymond, N. C., Großmann, N., & Fries, S. (2023). The power of instructional quality, structure, and autonomy support to predict students’ perceived competence: A Bifactor-ESEM representation. Teaching and Teacher Education, 135. https://doi.org/10.1016/j.tate.2023.104334

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020

Sari, N. D., Megawanti, P., & Setiawan, J. (2024). Tantangan dan Model Pembelajaran Pasca Pandemi COVID-19 di Perguruan Tinggi. Journal of Education Research, 5(3), 2671–2677. https://doi.org/10.37985/jer.v5i3.337

Soriano-Sánchez, J. G., Quijano López, R., & Airado Rodríguez, D. (2026). The Impact of Game-Based Learning on Motivation, Self-Efficacy, and Academic Achievement in the Natural Sciences: A Meta-Analysis. Education Sciences, 16(1), 122. https://doi.org/10.3390/educsci16010122

Srimaryani, S., Yuliyanto, R., & Andriyati, R. (2023). Sharpening Accounting Skills with Games: A Literature Review on Game-Based Accounting Learning. Randwick International of Social Science Journal, 4(3), 687–698. https://doi.org/10.47175/rissj.v4i3.771

Wong, Z. Y., & Liem, G. A. D. (2022). Student Engagement: Current State of the Construct, Conceptual Refinement, and Future Research Directions. In Educational Psychology Review (Vol. 34, Number 1, pp. 107–138). Springer. https://doi.org/10.1007/s10648-021-09628-3

Zawacki-Richter, O., & Jung, I. (2023). Handbook of Open, Distance and Digital Education (O. Zawacki-Richter & I. Jung, Eds.). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-2080-6

Published
2026-10-27
How to Cite
Putri, E. D. E., Nuris, D. M., & Solekah, N. M. (2026). The Role of Intrinsic Motivation in Mediating the Relationship between Game-Based Learning and Student Engagement. EDUCASIA: Jurnal Pendidikan, Pengajaran, Dan Pembelajaran, 11(3), 225-241. https://doi.org/10.21462/educasia.v11i3.487