Boosting Higher Education Learning Outcomes: The Structural Impact of Adaptive Gamified Environments on Students’ Cognitive Skills

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Authors

  • Widya Darwin Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651 image/svg+xml
  • Yogi Dian Alfana Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651 image/svg+xml
  • Melri Deswina Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651 image/svg+xml
  • Jusmardi Department of Informatics, Faculty of Engineering, State University of Padang, Indonesia 25651 image/svg+xml
  • Novi Febrianti Department of Informatics, Faculty of Engineering, State University of Padang, Indonesia 25651 image/svg+xml

Keywords:

Adaptive Gamification, Computational Thinking, Real-World Problem-Solving, Higher Education, PLS-SEM

Abstract

Purpose—This study examines the effectiveness and structural impact of adaptive gamified learning environments on students’ computational thinking and real-world problem-solving in higher education. It specifically investigates whether Scratch-based adaptive gamification improves learning achievement and whether computational thinking contributes to students’ ability to solve authentic and complex problems.

Design/methodology/approach—This study employed a quasi-experimental nonequivalent control group design involving 60 undergraduate informatics students, equally divided into an experimental group receiving Scratch-based adaptive gamified instruction and a control group receiving conventional instruction. Learning outcomes were assessed using pre-tests, post-tests, project-based assessments, and structured classroom observations. Descriptive statistics and Pearson’s chi-square test were used to evaluate academic achievement, while Partial Least Squares Structural Equation Modeling was applied to examine the structural relationships among adaptive gamification, computational thinking, and real-world problem-solving.

Findings—The experimental group’s mean score increased from 65.30 in the pre-test to 84.70 in the post-test, representing a gain of 19.40 points, whereas the control group’s mean score increased from 64.90 to 72.50, representing a gain of 7.60 points. Pearson’s Chi-Square test confirmed a statistically significant association between the instructional method and categorized academic achievement, χ²(1, N = 60) = 5.690, p = .017, with Cramér’s V = .308. The structural model further showed that computational thinking positively affected real-world problem-solving (β = .301, p = .006), while adaptive gamification exerted a stronger positive direct effect on real-world problem-solving (β = .553, p < .001). However, the mediating role of computational thinking requires confirmation through a bootstrapped specific indirect-effect analysis.

Originality/value—This study integrates quasi-experimental evidence of instructional effectiveness with PLS-SEM-based structural validation in a unified analytical framework. It extends adaptive gamification research beyond motivation, participation, and general academic achievement by focusing on higher-order cognitive outcomes and positioning Computational Thinking as a potential cognitive pathway connecting adaptive learning experiences with real-world problem-solving.

Implications—Higher education institutions, lecturers, instructional designers, and educational technology developers should implement adaptive gamification as an integrated instructional system rather than as a superficial collection of rewards. Personalized challenges, progressive task difficulty, diagnostic feedback, repeated experimentation, and authentic project-based scenarios should be aligned with learning objectives to strengthen computational reasoning and transferable problem-solving capabilities.

 

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Author Biographies

  • Widya Darwin, Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651

    Widya Darwin, S.Pd, M.Pd.T, is an academic and lecturer in the Informatics Study Program, Faculty of Engineering, Padang State University (UNP). She is active in research and community service, focusing on information technology, information systems, and technology integration in education.

  • Yogi Dian Alfana, Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651

    Yogi Dian Alfana, M.Pd.T, is an academic and lecturer at the Faculty of Engineering, specifically in the Mechanical Engineering Study Program and the Pesisir Selatan Campus Community Academy, Padang State University (UNP). He has expertise in Design and Manufacturing and is active in research, community service, and writing educational modules.

  • Melri Deswina, Department of Electronic Engineering, Faculty of Engineering, State University of Padang, Indonesia 25651

    Melri Deswina, S.Pd., M.Pd.T, is an academic and lecturer at Padang State University (UNP). She teaches in the field of technology and engineering education and actively conducts various research, community service, and creates intellectual property rights (IPR) in the field of appropriate technology innovation.

  • Jusmardi, Department of Informatics, Faculty of Engineering, State University of Padang, Indonesia 25651

    Jusmardi, S.Kom., M.Pd.T, is an academic and lecturer in the Informatics undergraduate program at the Pesisir Selatan Campus of Padang State University (UNP). His expertise and research focus lie in Vocational Education, Information Technology, and Computer Management. In addition to his active teaching career, he is known for his prolific work in higher education research, writing technology textbooks, and developing interactive teaching media and system applications.

  • Novi Febrianti, Department of Informatics, Faculty of Engineering, State University of Padang, Indonesia 25651

    Novi Febrianti, S.ST, M.Pd.T, is an academic, lecturer, and researcher in Indonesia, known for her active publications and community service. Her expertise and research focus lie in technology and vocational education, interactive teaching media (such as Augmented Reality and animated videos for education), and entrepreneurship and culinary development.

     

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Published

2026-04-10

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How to Cite

Darwin, W. ., Dian Alfana, Y. ., Deswina, M. ., Jusmardi, & Febrianti, N. (2026). Boosting Higher Education Learning Outcomes: The Structural Impact of Adaptive Gamified Environments on Students’ Cognitive Skills. Journal Economic Business Innovation, 3(1), 65–76. https://doi.org/10.69725/jebi.v3i1.365

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