PEMANFAATAN PLATFORM GAMIFIKASI BLOOKET DALAM MENINGKATKAN MOTIVASI DAN MINAT BELAJAR MATEMATIKA: SYSTEMATIC LITERATURE REVIEW
Keywords:
Blooket Platform, Educational Gamification, Mathematics Motivation, Learning Interest, Systematic Literature Review, PRISMAAbstract
Mathematics education in the 21st century faces persistent challenges regarding student anxiety, low engagement, and sub optimal learning outcomes. This study aims to systematically review and synthesize existing empirical evidence on the utilization of the Blooket gamification platform in enhancing students motivation and learning interest in mathematics. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA 2020) statement, a comprehensive literature search was conducted across international and national databases (Google Scholar, ERIC, Scopus, SINTA, and ResearchGate) for articles published between 2020 and 2026. Out of 124 identified studies, 18 eligible empirical publications and field case studies were selected based on rigorous inclusion criteria. The synthesis reveals that Blooket's game mechanics—such as time-bound quizzes, points systems, competitive leaderboards, interactive avatars, and real-time feedback—significantly boost both intrinsic and extrinsic learning motivation according to Self-Determination Theory (SDT). Furthermore, Blooket demonstrates a substantial positive effect on students' interest in learning mathematics, characterized by elevated enjoyment, active participation, sustained attention, and reduced learning anxiety. Meta-synthesis across pre-experimental and quasi-experimental data indicates a high normalized gain (N-Gain > 0.65) in conceptual mastery (e.g., statistical concepts: mean, median, mode). The findings confirm that integrating Blooket as a gamified instructional medium creates a dynamic, interactive, and student-centered learning environment capable of resolving traditional instructional monotony.