Developing Senior High School Students’ Leadership Character through a Gamified Leadership Training Program at SMA Negeri 3 Kota Batam
DOI:
https://doi.org/10.59193/jkw.v4i2.389Keywords:
Leadership, Gamification, TrainingAbstract
This community service program aimed to develop students’ leadership character through a Gamified Leadership Training program implemented at SMA Negeri 3 Kota Batam. The program employed a gamification-based experiential learning approach involving interactive activities such as Leadership Identity Card, Mission Possible, Leader Swap Role Play, Trust Tower Challenge, Leaderboard and Reward System, and Guided Reflection Sessions. The activities were designed to strengthen students’ leadership competencies, including communication, teamwork, critical thinking, responsibility, decision-making, and problem-solving skills. The findings indicate that gamification created a more engaging, collaborative, and student-centered learning environment that increased students’ participation and motivation throughout the training process. Furthermore, reflective sessions helped students connect leadership values learned during the games with real-life situations and social interactions. The program also demonstrated strong sustainability and scalability potential for implementation in other educational institutions as an innovative approach to character education and leadership development among secondary school students
Downloads
References
Caponetto, I., Earp, J., & Ott, M. (2016). Gamification and Education: A Literature Review. http://www.gartner.com/newsroom/id/1629214
Cordero-Brito, S. (2020). Gamification and Its Application in the Social Environment: A Tool for Shaping Behaviour. Journal of Information Technology Research, 13(3), 58–72.
Cordero-Brito, S., & Mena, J. (2018). Gamification in the social environment: A tool for Motivation and Engagement. ACM International Conference Proceeding Series, 640–643. https://doi.org/10.1145/3284179.3284286
Dubiaha, S., Pushkar, L., Illyash, S., Shvydun, L., & Hlushko, T. (n.d.). Harnessing Gamification for Educational Leadership and Its Impact on Primary and Secondary School Students’ Motivation to Learn INTERNATIONAL JOURNAL OF ORGANIZATIONAL LEADERSHIP. In International Journal of Organizational Leadership (Vol. 14).
Fu, Y. C. (n.d.). Digital Commons @ Trinity The Game of Life: Designing a Gamification System to Increase Current Volunteer Participation and Retention in Volunteer-based Nonprofit Organizations. Retrieved http://digitalcommons.trinity.edu/infolit_usra
Joshua LEKSANA, C., King MENG, C., Wijaya, L., & Rumangkit, S. (2025). Using Gamification as A Strategy For The Development of SME Flower Vendors at Rawa Belong Market. The 7th International Conference on Community Development (ICCD) 2025, 148–153. https://doi.org/https://doi.org/10.33068/iccd.v7i1.853
Klock, A. C. T., Santana, B. S., & Hamari, J. (2023). Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions. https://doi.org/10.1007/978-3-031-31949-5_3
Nazifi, A., Roschk, H., Marder, B., & Leclercq, T. (2025). Spinning the Wheel: The Effectiveness of Gamification in Service Recovery. Journal of Service Research, 28(3 Special Issue: Smart Service Failure-Recovery), 469–487. https://doi.org/10.1177/10946705241307681
OECD. (2013). Leadership for 21st Century Learning. OECD. https://doi.org/10.1787/9789264205406-en
Saptari, H. A., Hidajat Tjakraatmadja, J., & Lantu, D. C. (2024). Gamification in Education: Enhancing Leadership Skills among Entrepreneurship Students. International Journal of Management, Entrepreneurship, Social Science and Humanities, 7(2). https://doi.org/10.31098/ijmesh.v7i2.2148
Sujarwo, F., & Rejekiningsih, T. (2023). Interactive Mobile Learning-Based Gamification to Improve the Collaboration Skills of 11 th Grade Students in High School. Journal of Education Technology, 7(3), 400–410. https://doi.org/10.23887/jet.v7i3
Toda, A. M., Klock, A. C. T., Oliveira, W., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2019). Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments, 6(1). https://doi.org/10.1186/s40561-019-0106-1
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Siska Amelia Maldin, Rezki Alhamdi, Natal Olotua Sipayung, Dailami, Wahyudi Ilham, Syafruddin Rais, Tito Pratama, Moh. Thanzir, Abd Rahman Yusuf

This work is licensed under a Creative Commons Attribution 4.0 International License.




