Partisipasi Pelajar Kalimantan di Ilmupedia Berani Jawab: Gamifikasi, Literasi Digital, dan Ekosistem Bisnis Telkomsel Participation of Kalimantan Students in Ilmupedia Berani Jawab: Gamification, Digital Literacy, and Telkomsel's Business Ecosystem
Main Article Content
Abstract
Although gamification has been extensively studied in digital education, research that specifically examines digital education competitions as a strategy for simultaneously enhancing literacy and strengthening business ecosystems remains limited, particularly in Kalimantan. This study aims to analyze the participation of students in Kalimantan in Ilmupedia Berani Jawab (IBJ) Season 5 and 6 and to evaluate the effectiveness of gamification in increasing learning engagement. A descriptive quantitative approach was employed by processing the entire population in the official IBJ database, comprising 2,585 participants (878 teams) in Season 5 and 8,297 participants (2,933 teams) in Season 6. The data were tabulated and analyzed to identify patterns of participant distribution across districts and provinces in Kalimantan. The findings show a more than threefold increase in participation, accompanied by a shift in the participation center from Tarakan in Season 5 to Samarinda in Season 6. Gamification elements such as points, leaderboards, and time limits were found to increase participants’ motivation, focus, and consistency in completing challenges. In addition to educational benefits, IBJ also contributes to user engagement and the strengthening of Telkomsel’s digital ecosystem in the student segment. This study enriches the literature on gamification and digital participation beyond Java and offers recommendations for organizers to improve equitable access, strengthen infrastructural support, and develop evaluation features. Future studies are recommended to combine quantitative and qualitative methods to explore participants’ experiences in greater depth.
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009
Anshori, I. T., & Bashir, U. P. M. (2025). Gamafikasi: Efektivitas Game Interaktif Dalam Peningkatan Literasi Digital Siswa. LANGUAGE : Jurnal Inovasi Pendidikan Bahasa Dan Sastra, 4(4), 188–198. https://doi.org/10.51878/language.v4i4.5187
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Bawa, P. (2020). Learning in the age of SARS-COV-2: A quantitative study of learners’ performance in the age of emergency remote teaching. Computers and Education Open, 1, 100016. https://doi.org/10.1016/j.caeo.2020.100016
Baydas, O., & Cicek, M. (2019). The examination of the gamification process in undergraduate education: a scale development study. Technology, Pedagogy and Education, 28(3), 269–285. https://doi.org/10.1080/1475939X.2019.1580609
Etikan, I. (2016). Comparison of Convenience Sampling and Purposive Sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1. https://doi.org/10.11648/j.ajtas.20160501.11
Fatmawati, N. (2025). Urgensi Literasi Digital dalam Meningkatkan Keterampilan Abad 21 di Sekolah Dasar: Kajian Literatur dan Strategi Implementasi. https://jurnal.uns.ac.id/shes
Gunawan. (2023). Gamification in Marketing Strategy: A New Way to Build Customer Engagement. 4(1). http://jecombi.seaninstitute.or.id/index.php/JECOMBI/index
Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive Learning Environments, 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653
Koivisto, J., & Hamari, J. (2019). The Rise of Motivational Information Systems: A Review of Gamification Research. International Journal of Information Management, 45, 191–210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Li, L., Foon, K., & Jiahui, H. (2024). Gamification Enhances Student Intrinsic Motivation , Perceptions of Autonomy and Relatedness , but Minimal Impact on Competency : A Meta Analysis and Systematic Review. In Educational technology research and development (Issue 0123456789). Springer US. https://doi.org/10.1007/s11423-023-10337-7
Martin, F., & Bolliger, D. U. (2018). Engagement Matters: Student Perceptions on the Importance of Engagement Strategies in the Online Learning Environment. Online Learning, 22(1). https://doi.org/10.24059/olj.v22i1.1092
Moldez, C., Crisanto, M. A., Gian, M., Cerdeña, R., & Diego, S. (2024). Innovation in Education : Developing and Assessing Gamification in the University of the Philippines Open University Massive Open Online Courses. 16(1), 27–42. https://doi.org/10.5281/zenodo.13691445
Nurcahyo, N., Riatmaja, D. S., Rizki, M. Y., Rukhmana, T., Ikhlas, A., Wahyuni, L., & Hastin, M. (2025). Pengaruh Gamafikasi Dalam Pembelajaran Online Terhadap Motivasi Belajar Siswa. 6(3), 4334–4340. https://doi.org/10.31004/cdj.v6i3.46555
Nurcahyo, R., Kimberlin Putri, R. G., Hanadi Solomon, J., & Aji Irawan, D. (2024). The Impact of Gamification Principles on Customer Loyalty Through Customer Engagement (Case Study on Branded Mobile Apps User in Jabodetabek). Proceedings of the 1st UHAMKA International Conference on Economics and Business, UHICEB 2023, 18-19 December 2023, Jakarta, Indonesia. https://doi.org/10.4108/eai.18-12-2023.2350384
Prof. Dr. Sugiyono. (2017). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Penerbit Alfabeta. https://kupdf.net/download/metode-penelitian-kuantitatif-kualitatif-dan-r-ampamp-d-prof-dr-sugiyono-2017_65c87e85e2b6f5ae567f54c3_pdf.com
Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w
Van Deursen, A. J., & Helsper, E. J. (2018). Collateral benefits of Internet use: Explaining the diverse outcomes of engaging with the Internet. New Media & Society, 20(7), 2333–2351. https://doi.org/10.1177/1461444817715282
van Laar, E., van Deursen, A. J. A. M., van Dijk, J. A. G. M., & de Haan, J. (2017). The relation between 21st-century skills and digital skills: A systematic literature review. Computers in Human Behavior, 72, 577–588. https://doi.org/10.1016/j.chb.2017.03.010
Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press. Wharton Digital Press. https://id.scribd.com/document/491758384/Kevin-Werbach-Dan-Hunter-For-the-Win-How-Game-Thinking-Can-Revolutionize-Your-Business-Wharton-Digital-Press-2012




















