Fajar Wulandari, Budijanto, Syamsul Bachri, Dwiyono H. Utomo
Disaster education that uses gamification in applications and learning processes is the right thing to provide awareness for students in dealing with natural disasters that can occur at any time. This study aimed to access the diversity of research approaches, variables, data collection techniques, and analysis, as well as research subjects used in various articles related to gamification and disaster published in indexed journals from 2019 to 2022. This is because in the three-year span educational inequality at all levels due to the impact of distance and limited learning. The design uses content analysis, namely eighteen articles. That meets the criteria based on the keywords entered in the PoP application, which are then analyzed. The results showed that the most frequently used types, variables, data collection techniques, data analysis, and research subjects were quantitative (quasi-experiment) and RnD, development of gamification media, use of questionnaires, N-gain, cognitive learning outcomes, and students were subjected. In addition, there are also findings that several studies use different data analyses. It is suggested that future researchers analyze disaster research related to the development of media or teaching materials in disaster studies. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
STKIP Singkawang, Singkawang, Indonesia; Department of Geography, Faculty of Social Science, Malang State University, Malang, Indonesia