The Role Of Gamification, Perceived Playfulness, Learning Engagement, and Learning Motivation On Academic Achievement In Hybrid Learning

. This study aims to examine the effect of gamification on perceived playfulness, learning engagement, and learning motivation. In addition, another aim of this research is to examine the effect of perceived playfulness, learning engagement, and learning motivation on academic achievement. This research was conducted in the context of hybrid learning. The method used in this study is a quantitative method, using primary data as a data source. Questionnaires are used in data collection methods, which are distributed online using Google Form. Respondents in this study amounted to 100. The sampling technique used simple random sampling—a data analysis tool using SmartPLS. The results of the study show that gamification has an effect on perceived playfulness, learning engagement, and learning motivation. In addition, this study also proves that learning engagement and learning motivation have a significant and positive effect on academic achievement. Another finding from this research is that perceived playfulness has no effect on academic achievement.


Introduction
Technological advances are very rapidly affecting all aspects of life, including in education.There is no doubt that the massive development of technology has an impact on teaching and learning processes and methods [1].In addition, with the Covid-19 pandemic, teaching and learning activities are carried out online (online learning).Thus, teachers depend on technology as a means to carry out the teaching and learning process [2].However, online learning does not always run effectively, student behavior emerges such as: the teaching-learning process is not interactive, students who are not focused because when attending class are tempted to use applications that are not related to the material, and boredom appears [3] [4].Thus, it can reduce student achievement.To overcome this problem, the concept of gamification emerged.Previous research has defined gamification as the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals [5].Implementation of gamification in online learning, such as using leaderboards, using a point system, and using game elements.
Research on gamification and online learning has been widely carried out [6].However, this research will focus on the effectiveness of gamification on academic achievement in hybrid learning.In addition, this research will also focus on the use of application-or website-based gamification, such as: Kahoot.it,Google Form, Quiziiz, Padlet, and others.In addition, the hybrid learning context was chosen in this study because of the current conditions, both high schools and universities, especially in Indonesia, are already using hybrid learning.The urgency of implementing gamification in hybrid learning is that through gamification it is expected to be able to increase engagement, motivation to learn, and create fun experiences.This research will specifically investigate the role of gamification in perceived playfulness, learning engagement, and learning motivation.And, this research will also look at the impact of perceived playfulness, learning engagement, and learning motivation on academic achievement.Therefore, this study takes the perspective of goal setting theory which refers to individuals who set specific and challenging goals will have strong motivation and commitment to achieve these goals [7].In the educational context, goal setting theory can be applied in terms of student learning performance, and gamification is suspected as a tool or method so that students are able to have academic achievements, because through gamification it will increase learning motivation and student involvement in class [8].
This study uses quantitative methods with primary data sources.The data collection method uses a questionnaire distributed online.Respondents in this study were students who were or had participated in hybrid learning.The technique for determining respondents used purposive sampling, and the number of respondents in this study was 100 respondents, namely high school students and college students.There are 6 hypotheses in this study, and it is found that gamification influences perceived playfulness, learning engagement, and learning motivation.In addition, another finding from this study is that perceived playfulness and learning engagement have an effect on academic achievement.The interesting finding of this study is that learning motivation has no effect on academic achievement.These findings are new and useful findings for the development of teaching methods in hybrid learning.

Goal Setting Theory
Goal Setting Theory is a theory which suggests that setting goals is an important factor in motivating a person to achieve better results.This theory was popularized by Edwin Locke and Gary Latham in 1968.According to this theory, when a person sets specific and challenging goals, he will be more motivated to achieve the goals that have been set [9].In an educational context, goal setting theory can be realized in academic achievement.This means that when students have goals, namely academic achievement, these students will be motivated to achieve these goals [10]

Gamification
Gamification is the use of game mechanics and design elements applied to activities that are not related to the game to increase user engagement, motivation, and satisfaction [11].In the educational context, gamification refers to the use of game elements such as points, levels, and challenges in a learning environment to increase student motivation and participation.This concept aims to turn learning into activities that are more interesting and fun, which can increase student interest and involvement in the learning process [12].

Perceived Playfulness
Perceived playfulness is an individual's subjective perception or assessment of the level of pleasure or joy that results from using a product or service.Perceived playfulness is often associated with user interaction with technology, where users feel that the technology is fun and provides a pleasant experience in using it [13].

Learning Engagement
Learning engagement is a term that refers to how much and how strong a person is involved in the learning process or teaching and learning activities.Learning engagement can be measured through various factors such as interest, desire to learn, motivation, attention, active participation in class, and level of involvement in assignments or projects.The higher the level of learning involvement, the more likely someone will understand, store, and apply the information learned in everyday life [14].

Learning Motivation
Learning Motivation is the desire or encouragement that arises in a person to learn or develop skills, knowledge, and understanding of a particular topic or subject.Learning motivation can come from within the individual itself or influenced by external factors such as rewards or awards that will be obtained from learning outcomes.Learning motivation can also be related to the goals or targets to be achieved by the individual, such as increasing educational qualifications or improving performance at work [15].

Academic Achievement
Academic Achievement refers to the ability of students to master and understand the learning materials provided.Student learning performance can be measured in various ways, such as academic grades, standardized tests, qualitative observations by teachers, student projects, and evaluations by classmates or family [16].Academic achievement can be influenced by various factors, namely: intellectual ability, natural talent, level of learning motivation, support from family or the environment, physical and mental health, and environmental factors such as teaching quality, resources, and school structure [16].

Hypotheses Development
The hypothesis developed in this research is as follows:

Research Methodology
This research was conducted with a quantitative approach.Methods of data collection using primary data, namely questionnaires.The distribution of the questionnaires was carried out online using the Google form.The sample in this study was 100 students, yaitu high school students dan college students.The sampling technique used simple random sampling or all students had the same opportunity to become respondents.The data analysis tool in this study uses SmartPLS.

Data Collection
This research was conducted to investigate the impact of gamification on perceived playfulness, learning engagement, and learning motivation, which in the end the investigation was continued by measuring Students Learning Performance.In collecting data, this study used a questionnaire distributed to 100 respondents.Questionnaires were distributed online using the Google form.The results of the distribution of the questionnaires can be seen in Table 2 below:

Disscussion
The first finding of this research indicates that gamification has a significant effect on perceived playfulness.Gamification can increase perceived playfulness because gamification makes the teaching and learning process like playing games, so that the learning process is more interactive and the classroom atmosphere becomes fun, so that students get a different learning experience, and students enjoy it more in class [17].This study also shows that gamification has an effect on learning engagement.The use of gamification in learning can improve learning engagement because it adds interesting and fun game elements [18].By presenting learning content in game form, it encourages students to be more active and participate in the learning process.In addition, the implementation of gamification in the classroom can increase students' self-confidence, strengthen cooperative skills, and improve critical and creative skills [19].
Another finding from this study is that gamification has an effect on learning motivation.Through gamification, such as giving rewards, point systems, can encourage students to be more enthusiastic about participating in learning in the classroom.In addition, by presenting game elements such as leaderboards or competitions, individuals feel motivated to compete in a healthy manner, and encourage students to study harder [20].
The fourth finding in this research is that perceived playfulness does not affect academic achievement.This finding is interesting, because it contradicts other studies.The use of gamification is only able to create a fun and interactive classroom atmosphere, but has no effect on academic achievement.This is because there are many factors that can affect student achievement, such as: student concentration levels, personal or family problems, stress levels, and body condition (lack of sleep).Therefore, even though the classroom atmosphere becomes more enjoyable with gamification, other factors can also encourage student learning achievement [21].
Another finding from this study is that learning engagement has an effect on academic achievement.Learning engagement refers to the extent to which students are engaged and involved in the teaching and learning process.This can include the level of emotional, cognitive, and behavioral involvement of students in learning.When students feel engaged in learning, they tend to pay more attention to subject matter, process information more effectively, and remember more information.This can ultimately increase students' understanding of the material, and have an impact on their learning performance [22].
The final finding of this study is that learning motivation affects academic achievement.Students who have a strong learning motivation tend to be more motivated to achieve their academic goals and acquire a deeper knowledge.They may be more diligent, have more determination, and be more eager to learn.In these studies, students who have higher learning motivation tend to achieve better grades, acquire more knowledge, and complete academic assignments better [23].

Conclusion
The results of the study can be concluded that gamification influences perceived playfulness, learning engagement, and learning motivation.Another finding is that perceived playfulness does not affect academic achievement, while learning engagement and learning motivation have a positive and significant effect on academic achievement.
The implications of the results of this research for educational institutions are that the concept of gamification can be applied in the learning process, so that learning activities can be more interactive.Gamification can be applied with the help of existing applications, such as: kahoot, quizizz, educandy, and you can even use the Google form.Through these applications, the class atmosphere is more enjoyable, increases student involvement, and ultimately can improve student learning performance.

Table 2 .
Results of Questionnaire Distribution

Table 3 .
Validity and Reliability Test

Observed Variable Result of Validity Test Result of Reliability Test Standardized factor loading Cronbach's Alpha Composite Reliability
4.3.Research Model Calculation ResultFig.2.Statistical hypotheses testingThe following table is the conclusion of hypothesis testing:

Table 4 .
Summary of Hypotheses Testing