Faktor-Faktor yang Memengaruhi Niat Siswa Mengadopsi Game-Based Learning: A Systematic Literature Review
DOI:
https://doi.org/10.53299/jppi.v6i4.5330Keywords:
Adopsi Teknologi, Game-Based Learning, Keterlibatan Siswa, Pendidikan Menengah, systematic literature reviewAbstract
Game-Based Learning (GBL) adalah pendekatan pembelajaran berbasis permainan yang menghibur dan melibatkan peserta didik sekolah menengah. Namun, adopsi GBL masih diperdebatkan secara akademis dan memerlukan penyelidikan lebih lanjut. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi niat siswa untuk mengadopsi GBL. Studi ini menggunakan Systematic Literature Review (SLR) dengan panduan PRISMA terhadap 20 artikel ilmiah terkemuka dari Google Scholar dan Scopus yang diterbitkan pada rentang tahun 2021 hingga 2026. Hasil penelitian menunjukkan bahwa faktor utama yang memengaruhi niat adopsi GBL dan keterlibatan siswa meliputi persepsi kegunaan dan kemudahan penggunaan (Technology Acceptance Model), penurunan kecemasan belajar (Learning Anxiety), interaksi guru-siswa, serta dukungan teknis dan kesiapan institusional sekolah. Temuan ini memberi panduan bagi pendidik untuk membangun ekosistem GBL yang inklusif dan berkelanjutan, serta menjadi acuan sekolah dalam mengadopsi teknologi pendidikan baru. Untuk penelitian yang akan datang, direkomendasikan penggunaan pendekatan longitudinal guna menguji retensi pengetahuan jangka panjang dan daya ingat siswa terhadap mekanika game. Selain itu, penelitian selanjutnya perlu memperluas pengujian model adopsi ini pada konteks sekolah dengan keterbatasan sarana infrastruktur serta penerapannya pada kurikulum digital lainnya.
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