Development of ARCS Model–Based Gamification Indicators with a Multilevel Interpretability Framework
DOI:
https://doi.org/10.35445/alishlah.v18i3.9888Keywords:
Gamification, ARCS model, Design indicators, Conceptual frameworkAbstract
Maintaining learner motivation remains a persistent challenge in digital learning, particularly because the motivational benefits of gamification may decline as its novelty diminishes. Existing gamification approaches also frequently emphasize game mechanics without systematically connecting them to motivational principles or the different roles involved in instructional development. This study aimed to develop operational gamification design indicators grounded in the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and organize them within a multilevel interpretability framework. A conceptual framework development approach informed by the front-end analysis and formative design principles of Educational Design Research was employed. The development process involved theoretical analysis, conceptual synthesis, qualitative expert review, and theoretical refinement. Relevant principles from educational gamification, ARCS-based motivational design, and narrative-oriented learning were synthesized to formulate preliminary indicators, which were subsequently refined through expert feedback. The study produced 21 operational indicators distributed across Attention (5), Relevance (5), Confidence (5), and Satisfaction (6). These indicators were organized into three interpretative levels: Reader, focusing on conceptual understanding; User, focusing on practical implementation and adaptation; and Developer, focusing on the structural and technical design of gamified learning systems. The resulting framework provides a theoretically grounded blueprint that connects motivational principles with actionable gamification design across different user roles. As the framework remains conceptual and has not undergone empirical implementation or learner-outcome testing, further research is required to examine its validity, usability, and effectiveness across educational contexts.
References
Alaidaros, M., & Mohamed, S. N. A. (2025). Digital Twins and Holograms in STEM Education: A Systematic Review of Pedagogical Models, Benefits, and Barriers. Research Square. https://doi.org/10.21203/rs.3.rs-7433004/v1
Almanasreh, E., Moles, R., & Chen, T. F. (2019). Evaluation of methods used for estimating content validity. Research in Social and Administrative Pharmacy, 15(2), 214–221. https://doi.org/10.1016/j.sapharm.2018.03.066
Anderson, L. W., & Krathwohl, D. R. (2001). A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom’s Taxonomy of Educational Objectives. Longman.
Bakker, A. (2018). Design Research in Education: A Practical Guide for Early Career Researchers. Routledge. https://doi.org/10.4324/9780203701010
Buckley, P., & Doyle, E. (2017). Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106, 43–55. https://doi.org/10.1016/J.COMPEDU.2016.11.009
Dichev, C., & Dicheva, D. (2017). Gamifying Education: What Is Known, What Is Believed and What Remains Uncertain: A Critical Review. International Journal of Educational Technology in Higher Education, 14(1). https://doi.org/10.1186/s41239-017-0042-5
Eccles, J. S., & Wigfield, A. (2020). From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation. Contemporary Educational Psychology, 61, 101859. https://doi.org/10.1016/j.cedpsych.2020.101859
Engeser, S., Schiepe-Tiska, A., & Peifer, C. (2021). Historical Lines and an Overview of Current Research on Flow BT - Advances in Flow Research (C. Peifer & S. Engeser, Eds.; pp. 1–29). Springer International Publishing. https://doi.org/10.1007/978-3-030-53468-4_1
Faidin, N., Astuti, T. M. P., Prajanti, S. D. W., Hardati, P., & Mohamed, A. (2025). Shaping Children’s Social Ethics in Female Migrant Families: Islamic Insights on Education and Gender Within the SDGs Framework. Profetika Jurnal Studi Islam, 26(01), 321–338. https://doi.org/10.23917/profetika.v26i01.11124
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
Hardinata, & Ruhiat, Y. (2023). Media Pembelajaran Booklet Berbasis Flipbook pada Materi Aircraft Instrument System. JURNAL ILMIAH PENDIDIKAN PROFESI GURU, 6, 399–409. https://doi.org/10.23887/jippg.v6i2.63195
Hendrayana, A., & Wahyudin. (2018). Mobile learning to improve mathematics teachers mathematical competencies. Journal of Physics: Conference Series, 948(1), 12049. https://doi.org/10.1088/1742-6596/948/1/012049
Hewko, M., Shaigetz, V. G., Smith, M. S., Kohlenberg, E., Ahmadi, P., Hernández, M. E. H., Proulx, C., Cabral, A., Segado, M., Chakrabarty, T., & Choudhury, N. (2025). Considering Theory-Based Gamification in the Co-Design and Development of a Virtual Reality Cognitive Remediation Intervention for Depression (bWell-D): Mixed Methods Study. JMIR Serious Games, 13, e59514. https://doi.org/10.2196/59514
Jaramillo-Mediavilla, L., Basantes-Andrade, A., González, M. C., & Martín, S. C. (2024). Impact of Gamification on Motivation and Academic Performance: A Systematic Review. Education Sciences, 14(6), 639. https://doi.org/10.3390/educsci14060639
Jutin, N. T., & Maat, S. M. B. (2024). The Effectiveness of Gamification in Teaching and Learning Mathematics: A Systematic Literature Review. International Journal of Academic Research in Progressive Education and Development, 13(1). https://doi.org/10.6007/ijarped/v13-i1/20703
Keller, J. M. (2010). Motivational Design for Learning and Performance - The ARCS Model Approach. Springer. https://doi.org/10.1007/978-1-4419-1250-3
Keller, J. M. (2016). Motivation, Learning, and Technology: Applying the ARCS-V Motivation Model. Participatory Educational Research, 3(2), 1–15. https://doi.org/10.17275/per.16.06.3.2
Kim, J.-H., & Castelli, D. M. (2021). Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550
Klemke, R., Eradze, M., & Antonaci, A. (2018). The Flipped MOOC: Using Gamification and Learning Analytics in MOOC Design—A Conceptual Approach. Education Sciences, 8(1), 25. https://doi.org/10.3390/educsci8010025
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
Leftheriotis, I., Giannakos, M. N., & Jaccheri, L. (2017). Gamifying Informal Learning Activities Using Interactive Displays: An Empirical Investigation of Students’ Learning and Engagement. Smart Learning Environments, 4(1). https://doi.org/10.1186/s40561-017-0041-y
Ma, L., & Lee, C. S. (2021). Evaluating the effectiveness of blended learning using the ARCS model. Journal of Computer Assisted Learning, 37(5), 1397–1408. https://doi.org/10.1111/jcal.12579
McKenney, S., & Reeves, T. (2018). Conducting Educational Design Research (2nd Editio). Routledge. https://doi.org/10.4324/9781315105642
Mei, Q., Chan, N. N., Gill, R. S., Subramaniam, N., Motevalli, S., & Ang, C. (2025). Impact of attention , relevance , confidence , satisfaction ( ARCS ) model on teaching effectiveness in higher education : a systematic review.
Molenda, M. (2015). In search of the elusive ADDIE model. Performance Improvement, 42, 34–36. https://doi.org/10.1002/pfi.4930420508
Nadi-Ravandi, S., & Batooli, Z. (2022). Gamification in Education: A Scientometric, Content and Co-Occurrence Analysis of Systematic Review and Meta-Analysis Articles. Education and Information Technologies, 27(7), 10207–10238. https://doi.org/10.1007/s10639-022-11048-x
Nguyen, V. T. T., & Chen, H. (2023). Examining Impacts of Information System Success and Perceived Stress on Students’ Self-Regulated Learning Mediated by Intrinsic Motivation in Online Learning Environments: Second-Order Structural Equation Modelling Analyses. Education and Information Technologies, 28(10), 12945–12968. https://doi.org/10.1007/s10639-023-11685-w
Özhan, Ş. Ç., & Kocadere, S. A. (2019). The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment. Journal of Educational Computing Research, 57(8), 2006–2031. https://doi.org/10.1177/0735633118823159
Richey, R. C., & Klein, J. D. (2007). Design and Development Research (L. Akers & A. Messina, Eds.; 1st ed.). Lawrence Erlbaum Associates, Inc. https://doi.org/10.4324/9780203826034-1
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
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
Schindler, L. A., Burkholder, G. J., Morad, O. A., & Marsh, C. (2017). Computer-based technology and student engagement : a critical review of the literature. International Journal of Education Technology in Higher Education, 14. https://doi.org/10.1186/s41239-017-0063-0
Toda, A. M., Valle, P. H. D., & Isotani, S. (2018). The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education BT - Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions. Communications in Computer and Information Science, 832, 143–156. https://doi.org/10.1007/978-3-319-97934-2_9
Tuah, N. M., Wanick, V., Ranchhod, A., & Wills, G. (2017). Exploring Avatar Roles for Motivational Effects in Gameful Environments. EAI Endorsed Transactions on Creative Technologies, 4(10), 153055. https://doi.org/10.4108/eai.4-9-2017.153055
Downloads
Published
How to Cite
Issue
Section
Citation Check
License
Copyright (c) 2026 Putri Neta Nababan

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.



