IJIET 2025 Vol.15(7): 1334-1346
doi: 10.18178/ijiet.2025.15.7.2335
doi: 10.18178/ijiet.2025.15.7.2335
Adaptive Game-Based Learning (AGBL) Model: Enhancing Motivation and Engagement through a Financial Literacy Game Prototype
Rabendra Yudistira Alamin1,*, Ellya Zulaikha2, I Ketut Gunarta3, Putri Dwitasari4,
and Luqman Lee5
1. Department of Visual Communication Design, Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
2. Department of Industrial Design, Institut Teknologi Sepuluh Nopember, Indonesia
3. Department of System and Industrial Enginering, Institut Teknologi Sepuluh Nopember, Indonesia
4. Interdisciplinary School of Management & Technology, Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
5. The Design School, Faculty of Innovation and Technology, Taylor’s University, Malaysia
Email: rabendra@its.ac.id (R.Y.A.); ellya.zulaikha@gmail.com (E.Z.); gunarta@ie.its.ac.id (I.K.G.); putridwita@its.ac.id (P.D.); luqman.lee@taylors.edu.my (L.L.)
*Corresponding author
2. Department of Industrial Design, Institut Teknologi Sepuluh Nopember, Indonesia
3. Department of System and Industrial Enginering, Institut Teknologi Sepuluh Nopember, Indonesia
4. Interdisciplinary School of Management & Technology, Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
5. The Design School, Faculty of Innovation and Technology, Taylor’s University, Malaysia
Email: rabendra@its.ac.id (R.Y.A.); ellya.zulaikha@gmail.com (E.Z.); gunarta@ie.its.ac.id (I.K.G.); putridwita@its.ac.id (P.D.); luqman.lee@taylors.edu.my (L.L.)
*Corresponding author
Manuscript received November 5, 2024; revised December 6, 2024, accepted January 8, 2025; published July 8, 2025
Abstract—This study addresses the need for innovative educational methods, focusing on Adaptive Game-Based Learning (AGBL) to support financial literacy in developing countries, such as Indonesia’s secondary schools. As Game-Based Learning (GBL) gains recognition for fostering interactive participation and enhancing motivation, this research develops and tests a tailored financial literacy game prototype for diverse student backgrounds. The AGBL model extends the Dynamical Model for Gamification of Learning (DMGL) by incorporating adaptive game mechanics and the Attention, Relevance, Confidence, Satisfaction (ARCS) motivational framework (Attention, Relevance, Confidence, Satisfaction), thus addressing the DMGL’s lack of measurable learning outcomes. Using the Delphi method, expert insights were collected to determine design criteria and evaluation metrics, facilitating consensus on effective GBL elements. The game prototype was tested with 63 students, examining motivation, engagement, and learning outcomes. Findings reveal that adaptive educational games can significantly increase motivation, deepen learning, and improve long-term retention of financial literacy concepts. This study highlights the importance of personalized, adaptable educational tools, showing how these can be applied across different educational themes, especially in diverse and developing education systems like Indonesia’s, to boost student engagement and educational outcomes.
Keywords—adaptive game-based learning, financial literacy, high school students, motivation, engagement
[Supplementary]
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Keywords—adaptive game-based learning, financial literacy, high school students, motivation, engagement
[Supplementary]
Cite: Rabendra Yudistira Alamin, Ellya Zulaikha, I Ketut Gunarta, Putri Dwitasari, and Luqman Lee, "Adaptive Game-Based Learning (AGBL) Model: Enhancing Motivation and Engagement through a Financial Literacy Game Prototype," International Journal of Information and Education Technology, vol. 15, no. 7, pp. 1334-1346, 2025.
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).