Journal of Research. Review and Educational Innovation Volume 2 Nomor 1 2024, page: 24 - 33 STKIP PGRI Situbonod @2024 DOI. https://doi. org/10. 47668/jrrei. ENHANCING STUDENT ENGAGEMENT AND MOTIVATION THROUGH EDUCATIONAL GAMES: A SYSTEMATIC LITERATURE REVIEW ON TECHNOLOGY INTEGRATION IN SCHOOLS Siti Seituni1. Wahidi Muhtar2*. Moch Choirul Anam3. Akhmat Asad AsAoari4. Moh Aditiya5 1,2,3,4,5 STKIP PGRI Situbondo. Indonesia e-mail: wahidimuhtar91@gmail. Abstrak: Information and communication technology is experiencing very rapid development, especially in the world of education, which is increasingly developing, especially in learning media, where many schools have not utilized technology in learning, so students feel bored in class. This type of literature review research uses the systematic literature review method. Based on the results of a systematic literature review, several researchers used Publish or Perish with the help of other applications such as Zotero Mendeley. VOSViewer, and Microsoft Excel. The selected articles all have good values for the influence of educational games on student learning motivation. The analysis results show that educational games provide an engaging and interactive way to learn, thus encouraging students to be more active and involved in the educational process. These studies support integrating technology in education as an effective strategy to improve school learning Keywords: Educational Games. Learning Motivation. Students Copyright . 2025 The Authors. This is an open-access article under the CC BY-SA 4. 0 license . ttps://creativecommons. org/licenses/by-sa/4. INTRODUCTION Information and communication technology is currently experiencing very rapid development, especially in the world of education which is increasingly developing, especially in learning media where many schools have not utilized technology in learning so that students feel bored when they are in class. Therefore, the existence of technology combined with learning media can help students and teachers to make learning in the classroom more active. Syofiyah . Educational games are a learning medium that is now widely used by several teachers because they are very helpful for teachers in making the atmosphere in the classroom more active. Educational games are designed with specific learning objectives, which aim to not only provide knowledge but also foster meaningful learning experiences through interactive games (Hasanah et al. , 2. Games can be used to motivate users and support learning so that they can achieve better learning outcomes. According to Widiastuti . , educational games are games designed for learning, but can still offer to play and have fun. Games make students feel comfortable, happy, and challenged to complete missions and avoid boredom in learning (Hermansyah et al. , 2. In addition, other studies also show results stating that educational games can support students in learning independently (Sulistiyarini et al. , 2. The positive impact of playing educational games is to improve 4 main domains such as cognitive, motivational, social, and emotional aspects (Marsiami, 2. The cognitive aspect is the ability of human thinking power. Evaluation of learning in the cognitive aspect at the elementary education level aims to measure the extent to which students have achieved learning objectives related to knowledge and understanding (Pramita, 2. Motivation is an encouragement for students so that what is called learning objectives is achieved, according to Oka et al. , . learning motivation is the overall driving force within students that gives rise to the intention to learn, to achieve the desired learning goals. Olive Christin Nathanis and Khaerunnisa . explain that students who are bored with learning will become lethargic, lazy, and have decreased learning motivation. So learning motivation Student motivation to learn is a prerequisite for successful learning. Teachers must be innovative to get the best learning outcomes. Maryati et al. , . to achieve educational goals, skilled educators or teachers are needed, as well as facilities that facilitate learning activities, related materials that must be provided, and appropriate techniques to evaluate student abilities. Teachers have an important role in increasing student learning motivation. With motivation, students are more likely to develop interest and curiosity about the material being studied, so that learning becomes more enjoyable and meaningful (Azhar & Wahyudi. Natasya et al. , . learning motivation can be fulfilled both from within and outside the individual. If someone is motivated to learn, then he will carry out learning activities within a certain time. Therefore, student learning motivation is very important to develop in students so that they have the self-awareness to learn and achieve the desired results (Natalia et al. , 2. So games that can act as models in learning can increase students' motivation and interest in learning (Islam et al. , 2. In addition, teachers are motivators who can increase students' motivation to learn in various creative and effective ways. They realize that motivation is the main key to achieving academic success and the personal development of students. Therefore, teachers use various approaches to motivate students and help them find interest and enthusiasm in the learning process (Hanaris, 2. Motivation is one of the factors that determines the effectiveness of learning because students will study seriously if they have high motivation. Wandira et al. argue that students' learning motivation is influenced by factors from within the students . and from outside the students . Factors from within the students include the desire to know and have something that is their hope, whether in the form of knowledge, attitudes, skills, or skills needed to overcome all problems in life. Meanwhile, factors from outside the students can come from teachers, classmates, and other parties in the form of positive encouragement such as praise, flattery, gifts, numbers, and so on, and negative encouragement such as teasing, nagging, competition, and conflict. In its role as a motivator, teachers can help build intrinsic motivation in students, because this motivation will affect long-term success. Educational games also play an important role in increasing students' learning motivation. So from the explanation above, in the end, researchers are interested in researching the Influence of Educational Games on Student Learning and Motivation. METHOD This type of literature review research uses the systematic literature review method. Based on the results review literature several researchers using Publish or Perish and other apps like Zotero Mendeley. VOSViewer, and Microsoft Excel selected articles For analysis in a way descriptive (Simamora1 et al. , 2. Systematic literature review (SLR) is a qualitative approach in the systematic review used to summarize the results of descriptive studies (Wiryanto et al. , 2. The subject of this study is the effect of educational games on student learning and motivation. The data collection for this study is a review of electronic journals, namely Google Scholar. Eric, and SagePub between 2020-2024 using seven steps in conducting this research analysis, namely Wiryanto et al. , . Literature search phase, . literature search screening phase, . screening phase, . literature mapping phase, . quality assessment phase, . findings synthesis phase, and . conclusion phase. The review questions of the Systematic literature review (SLR), namely: (RQ. How does the use of educational games affect student learning outcomes? and (RQ. How does the use of educational games affect student motivation? Figure 1. Seven Steps in a Systematic Literature Review (SLR) The next step is to collect article sources related to educational games and learning The researcher selected 5 article sources related to the keywords used. RESULT AND DISCUSSION Result In this literature review, the researcher analyzed 5 articles published in the last 5 years related to educational games and learning motivation. The results of the literature review analysis conducted by the researcher are as follows. Name and Year (Nisa & Susanto. Article Title Journal Results The Influence of Using Wordwall-Based Educational Games in Mathematics Learning on Learning Motivation JPGI (Indonesian Teacher Research Journa. The results of the hypothesis obtained based on partial testing . -tes. are 11,796 . > 2,045 . with a significance of 000 < 0. These results indicate that HCA is accepted and HCA is rejected, which means that there is a positive and significant influence between word wall-based educational games on learning motivation in mathematics learning for VC class students at SDN Kapuk Muara 03. (Walidah et , 2. The Effect Of Using Wordwall Educational Games On Motivation And Students' Mathematics Learning Outcomes UJMES (Uninus Journal of Mathematics Education and Scienc. (Novayani. Learning Impact Educational Role-Playing Game On Students' Motivation to Learn History Applied Computer Journal (Olive Christin Nathanis. Khaerunnisa. The Effect Of Using Wordwall Educational Games On Students' Learning Motivation In The Science Subject Of Grade Iv Upt Spf Sd Inpres Campus Unhas 1 Makassar City Global Journal of Edu Center The results of this study indicate that the use of word wall educational games in Mathematics learning activities have a significant influence on student's motivation and learning outcomes. This can be seen from The percentage of learning motivation in the experimental class was higher than in the control class and the average value was experimental class is higher than the control The method used in this study is a quantitative research method. The subjects of the study were 32 students of SMAN 9 Pekanbaru. Data collection was carried out through a questionnaire with a reliability value of rxy = 884 and a validity value = 0. 645 (> 0. The results of learning impact on learning motivation got a value of 89%, attitude values . ritical thinking, moral values, and patriotis. of 87%, increasing historical knowledge by 88% with a very strong The results of the descriptive statistical analysis show that . the use of the Wordwall educational game is very effective, . the increase in learning motivation based on the (Arimbawa. Implementation Of Word Wall Game Quiz Incorporation With Classroom To Improve Biology Learning Motivation And Achievement Indonesian Journal of Educational Development results of the postnontest in the experimental group is in the high category, while the control group is in the low category. The results of the inferential statistical analysis using the Independent Sample t-test obtained a Sig. value of 0. 05 so that the hypothesis H0 is rejected and Ha is Based on this, it can be concluded that the Wordwall educational game affects students' learning motivation in the Science subject of class IV UPT SPF SD Inpres Campus Unhas 1 Makassar City The results of the study showed: . there was an increase in the motivation to learn Biology of class XI MIPA 1 student of SMA N 1 Petang in the 2020/2021 academic The average motivation to learn Biology of students was 15 with a high category in cycle I, and increased in cycle II to 85 with a very high . there was an increase in the biology learning achievement of class XI MIPA 1 students of SMA N 1 Petang in the 2020/2021 academic year through the implementation of Wordwall Game Quiz combined with Classroom. The average biological learning achievement of students 43 with a very low category in cycle I and experienced an increase in cycle II to 00 with a very good Based on the results of the table above, it can be clarified that journals published in 2020-2024 related to the keyword "Educational Games and Learning Motivation" there are 5 journals found. Of the 5 journals, they have the same keyword "Educational Games and Learning Motivation" Discussion RQ1: How does the use of educational games affect student learning outcomes? The use of educational games in the learning process has been proven to have a positive effect on student learning outcomes. According to research by Lisnaini et al. , . , it was concluded that educational games affect increasing student learning motivation. The hypothesis test value that has been carried out using IBM statistical software version 27 in this study is 0. 000, which is less than the significance level of 0. 05, so Ha is accepted and Ho is rejected. This means that the use of educational games on student learning motivation in class XI of high school. The results of the t-test obtained sig . -taile. 000 <0. and the average score of the experimental class learning motivation was 87. 97 and the control class score was 69. It can be stated that the learning motivation of class XI students who use educational game media in their learning activities is better than learning activities using PowerPoint. Budi et al. , . research entitled "The Influence of Construct-Based Educational Game Learning Media on Problem Solving Skills and Student Learning Outcomes" resulted in his research showing that there is an influence of construct-based educational game learning media on student learning outcomes even though the teaching material is The complexity of the teaching material that will be delivered to students can be simplified with the help of learning media so that students can understand the teaching material faster. In the study Windawati & Koeswanti . producing learning media in the form of Android-based educational games to improve the learning outcomes of grade IV students has gone through a validity test from material experts and media experts. The percentage obtained from the material expert validation test was 73% with the assessment criteria obtained being high and the percentage obtained from the media expert validation test was 97% with the assessment criteria obtained being very high. Based on the validation test from media experts and material experts, it can be concluded that the learning media in the form of Android-based educational games to improve the learning outcomes of theme 7 in grade IV students can be said to be suitable for use Based on the description of several studies above. Overall, the use of educational games in learning not only increases student motivation but also has a positive impact on their learning outcomes. Educational games provide an interesting and interactive way to learn, thus encouraging students to be more active and involved in the educational process. These studies support integrating technology in education as an effective strategy to improve the quality of learning in schools. RQ2: How does the use of educational games affect students' motivation? The use of educational games has a significant influence on students' learning Lisnaini et al. , . in their study entitled "The Effect of Using Educational Games on Students' Learning Motivation of Class XI at SMA Negeri 1 Kabun" concluded that educational games affect increasing students' learning motivation. The hypothesis test value that has been carried out using IBM statistical software version 27 in this study is 0. which is less than the significance level of 0. 05, so Ha is accepted and Ho is rejected. This means that the use of educational games on students' learning motivation in class XI of SMA. The results of the t-test obtained sig . -taile. 000 <0. 05 and the average score of the experimental class' learning motivation was 87. 97 and the control class score was 69. It can be stated that the learning motivation of class XI students who use educational game media in their learning activities is better than learning activities using PowerPoint. Saputra et al. , . in his research, he stated that data processing showed that online games . ariable X) affected learning motivation . ariable Y), as evidenced by the t-value of 134 and a significance of 0. 000 which was less than 0. The correlation value of 0. and the determination coefficient of 0. 184, means that the magnitude of the influence of online games on learning motivation is 8. 4%, while the remaining 81. 6% is influenced by other factors outside this study. Overall, educational games have proven to be effective in increasing studentsAo motivation to learn. Through an interactive and fun approach, educational games not only make learning more interesting but also encourage students to be more actively involved in their learning process. This creates a conducive environment for a better understanding of the material and the development of critical thinking skills. CONCLUSION Based on the results of the study, it can be concluded that educational games have a significant positive impact gamification has a significant positive impact. Educational games have a significant influence on student learning and motivation. Thanks to its interactive and fun approach, educational games can increase students' interest in the subject. The learning process through games tends to be more interesting, students are more motivated to actively participate in learning activities. In addition, the use of educational games helps students understand difficult concepts more realistically and intuitively. This supports experiential learning, where students can apply the knowledge gained directly to the game context. Motivational and educational games provide challenges and rewards to encourage students to achieve their learning goals. Mechanisms such as levels, points, or prizes in games can increase a sense of achievement and a healthy competitive spirit. However, the effectiveness of educational games depends on the game design that follows the curriculum, a balance between fun and educational aspects, and good supervision by teachers or parents. implemented well, educational games can be an effective tool to improve the quality of learning and student motivation. REFERENCES