<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "http://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" article-type="research-article" dtd-version="1.2" xml:lang="en">
    <front>
        <journal-meta>
            <journal-id journal-id-type="pmc">F1000Research</journal-id>
            <journal-title-group>
                <journal-title>F1000Research</journal-title>
            </journal-title-group>
            <issn pub-type="epub">2046-1402</issn>
            <publisher>
                <publisher-name>F1000 Research Limited</publisher-name>
                <publisher-loc>London, UK</publisher-loc>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="doi">10.12688/f1000research.171603.2</article-id>
            <article-categories>
                <subj-group subj-group-type="heading">
                    <subject>Research Article</subject>
                </subj-group>
                <subj-group>
                    <subject>Articles</subject>
                </subj-group>
            </article-categories>
            <title-group>
                <article-title>Gamification as an Effective Strategy for Improving Primary School Students' Social Skills</article-title>
                <fn-group content-type="pub-status">
                    <fn>
                        <p>[version 2; peer review: 3 approved with reservations]</p>
                    </fn>
                </fn-group>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author" corresp="yes">
                    <name>
                        <surname>Alpian</surname>
                        <given-names>Yayan</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Conceptualization</role>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Formal Analysis</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <uri content-type="orcid">https://orcid.org/0000-0003-0599-2064</uri>
                    <xref ref-type="corresp" rid="c1">a</xref>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Anggraeni</surname>
                        <given-names>Sri Wulan</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Formal Analysis</role>
                    <role content-type="http://credit.niso.org/">Methodology</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Nugraha</surname>
                        <given-names>Yogi</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Supervision</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <uri content-type="orcid">https://orcid.org/0000-0001-8314-3987</uri>
                    <xref ref-type="aff" rid="a1">1</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>Huda</surname>
                        <given-names>Baenil</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Software</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <role content-type="http://credit.niso.org/">Visualization</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <xref ref-type="aff" rid="a2">2</xref>
                </contrib>
                <contrib contrib-type="author" corresp="no">
                    <name>
                        <surname>.</surname>
                        <given-names>Mahpudin</given-names>
                    </name>
                    <role content-type="http://credit.niso.org/">Data Curation</role>
                    <role content-type="http://credit.niso.org/">Validation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Original Draft Preparation</role>
                    <role content-type="http://credit.niso.org/">Writing &#x2013; Review &amp; Editing</role>
                    <xref ref-type="aff" rid="a3">3</xref>
                </contrib>
                <aff id="a1">
                    <label>1</label>Faculty of Education and Teacher Training, Universitas Buana Perjuangan Karawang, Karawang Regency, West Java, Indonesia</aff>
                <aff id="a2">
                    <label>2</label>Faculty of Computer Science, Universitas Buana Perjuangan Karawang, Karawang Regency, West Java, Indonesia</aff>
                <aff id="a3">
                    <label>3</label>Department of Elementary School Teacher Education, Majalengka University, West Java, Indonesia</aff>
            </contrib-group>
            <author-notes>
                <corresp id="c1">
                    <label>a</label>
                    <email xlink:href="mailto:yayan.alpian@ubpkarawang.ac.id">yayan.alpian@ubpkarawang.ac.id</email>
                </corresp>
                <fn fn-type="conflict">
                    <p>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>6</day>
                <month>4</month>
                <year>2026</year>
            </pub-date>
            <pub-date pub-type="collection">
                <year>2026</year>
            </pub-date>
            <volume>15</volume>
            <elocation-id>283</elocation-id>
            <history>
                <date date-type="accepted">
                    <day>24</day>
                    <month>3</month>
                    <year>2026</year>
                </date>
            </history>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Alpian Y et al.</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access article distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <self-uri content-type="pdf" xlink:href="https://f1000research.com/articles/15-283/pdf"/>
            <abstract>
                <sec>
                    <title>Background</title>
                    <p>This study examines the effectiveness of gamification in improving the social skills of primary school students. In the educational context, social skills are crucial competencies that support both academic and emotional development. However, many schools still use traditional teaching methods that focus on cognitive aspects and do not provide enough space for meaningful social interactions. This study aims to fill this gap by testing whether gamification can enhance students&#x2019; social skills compared to conventional teaching methods.</p>
                </sec>
                <sec>
                    <title>Methods</title>
                    <p>The sample consisted of 30 primary school students from SDN Palumbonsari II, Indonesia and data were collected using a closed questionnaire consisting of 24 items that measure various aspects of social skills. The study employed a one-group pretest-posttest design.</p>
                </sec>
                <sec>
                    <title>Result</title>
                    <p>The results show that gamification significantly improved students&#x2019; social skills scores. Statistical analysis, including descriptive statistics and a paired t-test, showed a significant increase in social skills scores from 65.50 (SD = 2.675) in the pretest to 81.80 (SD = 3.863) in the posttest. The paired t-test showed a t-value of -28.514 with a p-value of 0.000 (p &lt; 0.05), and the effect size (Cohen's d = 5.20) indicated a very large practical significance.</p>
                </sec>
                <sec>
                    <title>Conclusions</title>
                    <p>These findings demonstrate that gamification creates a more interactive and enjoyable learning environment, enhances student motivation, and improves their social skills.However, due to the absence of a control group, these results should be interpreted as preliminary evidence. Further research with more rigorous experimental designs is needed to establish causal relationships. These findings are expected to serve as a foundation for developing curricula and teaching practices that support the social and emotional development of students.</p>
                </sec>
            </abstract>
            <kwd-group kwd-group-type="author">
                <kwd>Gamification</kwd>
                <kwd>Social Skills</kwd>
                <kwd>Primary School</kwd>
                <kwd>Motivation</kwd>
                <kwd>Social and Emotional Development</kwd>
            </kwd-group>
            <funding-group>
                <award-group id="fund-1" xlink:href="https://doi.org/10.13039/501100016139">
                    <funding-source>Direktorat Riset Dan Pengabdian Kepada Masyarakat</funding-source>
                </award-group>
                <funding-statement>This research is supported by the Directorate of Research and Community Service, Ministry of Higher Education, Science, and Technology of the Republic of Indonesia, with the Higher Education Service Institution Region IV and the Research and Community Service Institute of Buana Perjuangan University, Karawang. Agreement/Contract Number: 0419/C3/DT.05.00/2025, dated May 22, 2025; 125/C3/DT.05.00/PL/2025, dated May 28, 2025. The research grant leader is Yayan Alpian. The funder had no role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript.</funding-statement>
                <funding-statement>
                    <italic>The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.</italic>
                </funding-statement>
            </funding-group>
        </article-meta>
        <notes>
            <sec sec-type="version-changes">
                <label>Revised</label>
                <title>Amendments from Version 1</title>
                <p>We have made thorough revisions based on constructive feedback from both reviewers. The main changes cover the methodological, theoretical, statistical analysis, and presentation aspects of the manuscript. Here is a summary of the changes: 1. Added explicit acknowledgement in the Abstract, Methods, Discussion, and Conclusion that the study used a one-group pretest-posttest design without a control group, so the results are "preliminary evidence" and the causal claim is moderated to "associated with significant improvement." 2. Added: &#x2022; Effect size (Cohen's d = 5.20) with the interpretation of "very large practical significance" &#x2022; Confidence intervals (95% CI [-17.469, -15.131]) for the mean difference &#x2022; Subscale reliability (self-management &#x03b1; = 0.71, assertive behavior &#x03b1; = 0.68, peer relationships &#x03b1; = 0.74, compliance &#x03b1; = 0.76, academic ability &#x03b1; = 0.70) &#x2022; Explanation of the reverse scoring procedure for positive and negative items 3. Removed the homogeneity test as it was unnecessary for the paired sample design 4. Added procedural details to the study 5. Strengthened the Theoretical Framework 6. Added current literature 7. Clarified the Comprehensive Direction for Future Research</p>
            </sec>
        </notes>
    </front>
    <body>
        <sec id="sec5" sec-type="intro">
            <title>Introduction</title>
            <p>Social skills are an important aspect of child development, especially during primary school. At this stage, children begin to develop the ability to interact with peers and the wider social environment. Developing social skills in elementary school is crucial because it lays the foundation for future interpersonal interactions and academic success. 
                <xref ref-type="bibr" rid="ref4">Bigelow et al., (2025)</xref> explains that early childhood is a critical period for the development of social and emotional skills, which lay the foundation for lifelong success in relationships, communication, and problem-solving. Social skills include the ability to communicate effectively, work together in groups, show empathy, and manage conflict constructively (
                <xref ref-type="bibr" rid="ref10">Denham et al., 2006</xref>; 
                <xref ref-type="bibr" rid="ref25">Klimecki, 2019</xref>; 
                <xref ref-type="bibr" rid="ref33">Rice-Bailey &amp; Chong, 2023</xref>). These skills play a role not only in academic success, but also in character building and preparing children to face the challenges of social life in the future (
                <xref ref-type="bibr" rid="ref3">Alzahrani et al., 2019</xref>; 
                <xref ref-type="bibr" rid="ref20">Guo et al., 2021</xref>; 
                <xref ref-type="bibr" rid="ref43">Wentzel, 1991</xref>).</p>
            <p>However, various studies show a gap between the need for social skills development and the learning practices implemented in primary schools. Many schools still use traditional learning methods that focus on cognitive aspects and do not provide enough space for the development of meaningful social interactions (
                <xref ref-type="bibr" rid="ref13">D&#x2019;souza &amp; Kumari, 2018</xref>; 
                <xref ref-type="bibr" rid="ref35">Rubtsov &amp; Ulanovskaya, 2020</xref>). In practice, this gap is evident in classrooms with minimal social activities, and student interactions are often limited to formal teacher-student exchanges, rather than collaborative group work. This gap is particularly evident in the dominance of lecture-based learning, where students rarely engage in peer discussions or group activities that foster social skill development. This hinders the optimal development of students&#x2019; social skills, which can ultimately negatively impact their ability to adapt and collaborate in social environments.</p>
            <p>In addition, technological developments and changes in social interaction patterns in the digital age demand a more innovative approach to learning that is relevant to the needs of the times. Children today are more familiar with digital media and interactive games, so learning approaches that integrate these elements have the potential to increase their motivation and engagement in the learning process (
                <xref ref-type="bibr" rid="ref14">Fadda et al., 2022</xref>; 
                <xref ref-type="bibr" rid="ref31">Nadeem et al., 2023</xref>; 
                <xref ref-type="bibr" rid="ref36">Safitri et al., 2022</xref>). However, the application of technology in education must be carefully designed so that it is not merely entertainment, but also supports learning objectives, including the development of social skills.</p>
            <p>Gamification, defined as the application of game elements in non-game contexts (
                <xref ref-type="bibr" rid="ref11">Deterding et al., 2011</xref>), has emerged as one of the most promising innovative approaches in education. By integrating game mechanisms such as challenges, rewards, and social interaction, gamification can create a more engaging learning environment and motivate students to actively participate (
                <xref ref-type="bibr" rid="ref5">Bouchrika et al., 2021</xref>; 
                <xref ref-type="bibr" rid="ref7">Campillo-Ferrer et al., 2020</xref>; 
                <xref ref-type="bibr" rid="ref21">Hell&#x00ed;n et al., 2023</xref>). Unlike simple point-based systems that focus solely on individual achievement, the gamification approach in this study incorporates collaborative game mechanics such as team quests and peer feedback mechanisms, representing a form of "deep gamification" where game elements are pedagogically integrated to foster social interaction rather than merely extrinsic motivation. This approach not only enhances cognitive aspects but also has the potential to develop social skills through structured collaborative and competitive activities. If the issue of insufficient social skill development is left unaddressed, students may struggle to adapt in future academic and professional environments, where teamwork and interpersonal communication are crucial. Gamification, with its interactive and collaborative nature, is well-suited to address this gap by fostering peer interaction, enhancing empathy, and promoting cooperative problem-solving in a way that traditional methods do not. This is evidenced by several research results such as research by (
                <xref ref-type="bibr" rid="ref16">Fonseca et al., 2023</xref>) showing that gamification and cooperative learning can strengthen social and academic skills by creating a participatory space that supports discussions and group work. Additionally, (
                <xref ref-type="bibr" rid="ref28">Maraza-Quispe et al., 2024</xref>) found that the use of gamification platforms such as Classcraft improves collaborative work and team management skills. Research by 
                <xref ref-type="bibr" rid="ref32">Nguyen et al., (2025)</xref> also confirms that the integration of social-emotional practices in gamification improves communication and collaboration tendencies among students. These results provide evidence that gamification not only encourages engagement in learning, but also significantly improves social skills that are important for students&#x2019; overall development.</p>
            <p>Recent systematic reviews and meta-analyses further strengthen the evidence base regarding the application of gamification in educational contexts. A comprehensive review by Sari et al. provides a theoretical and methodological overview of gamification, while highlighting its potential for fostering engagement and social learning (
                <xref ref-type="bibr" rid="ref49">Sari et al., 2026</xref>). Gamification has been shown to significantly increase learning motivation by incorporating engaging elements such as points, leaderboards, and rewards. These elements foster intrinsic motivation and create a competitive yet enjoyable learning environment (
                <xref ref-type="bibr" rid="ref53">Ahma &amp; Kadriu, 2025</xref>; 
                <xref ref-type="bibr" rid="ref50">Schlag et al., 2024</xref>; 
                <xref ref-type="bibr" rid="ref52">Ukgoda, 2025</xref>). Although these studies focus in part on broader learning outcomes, they include discussions of motivational and engagement mechanisms that are directly relevant to the theoretical framework of the current research. Several studies have shown that gamification can increase learning motivation and student engagement at various levels of (
                <xref ref-type="bibr" rid="ref17">Garc&#x00ed;a-L&#x00f3;pez et al., 2023</xref>; 
                <xref ref-type="bibr" rid="ref18">Grab, 2025</xref>; 
                <xref ref-type="bibr" rid="ref39">Singh, 2025</xref>). However, research specifically examining the effect of gamification on the development of social skills in primary school students is still relatively limited. Most studies have focused more on academic aspects or learning motivation, so there is still a gap that needs to be filled regarding the effectiveness of gamification in the context of children&#x2019;s social-emotional development.</p>
            <p>Furthermore, Indonesia&#x2019;s cultural context and education system have their own characteristics that influence how students interact and learn. For example, Indonesia&#x2019;s learning culture still relies on rote learning and a teacher-centered approach in schools, which often limits opportunities for collaborative activities that foster social skill development, as evidenced by persistent low performance in international assessments and inconsistent curriculum implementation. In a 2024 empirical study of 1,020 secondary school students in 74 schools in Greater Bandung, traditional rote learning methods were found to dominate despite the 2013 curriculum promoting student-centered learning, resulting in limited exposure to project-based activities that encourage teamwork and critical thinking (
                <xref ref-type="bibr" rid="ref40">Suryadi &amp; Nugraha, 2025</xref>). This is reflected in Indonesia&#x2019;s poor results in PISA 2022, with a score of 369 the lowest since 2000, well below the OECD average (
                <xref ref-type="bibr" rid="ref38">Sidik &amp; Intan, 2025</xref>). These low scores indicate challenges in problem-solving skills and social interaction, which are deficiencies in the development of social skills such as teamwork and empathy. If not addressed, this gap could result in students struggling to adapt to the collaborative and communicative demands of modern society, potentially limiting their success in both academic and professional environments (
                <xref ref-type="bibr" rid="ref22">Jordan &amp; M&#x00e9;tais, 1997</xref>). Therefore, it is crucial to conduct contextual research that is relevant to local conditions, ensuring that the results can be effectively applied in primary schools in Indonesia.</p>
            <p>This study is crucial because it aims to explore how gamification, with its emphasis on collaboration, engagement, and interactive learning, can address unique challenges in the Indonesian education system&#x2014;particularly the dominance of rote learning and teacher-centered pedagogy that limits the development of social skills. While not all schools in Indonesia face the same conditions (for example, urban private schools or those fully implementing the Independent Curriculum may incorporate more student-centered methods), the majority of public schools, particularly in rural areas and those with limited resources at the elementary and secondary levels, still prioritize rote learning and passive learning over collaborative activities. This problem is exacerbated in contexts such as the uneven rollout of the 2013 Curriculum and its successor, the Merdeka Curriculum, where resource constraints and inadequate teacher training hampered the shift to project-based learning, leading to persistent low performance in collaborative competencies as seen in Indonesia&#x2019;s PISA 2022 results (e.g., only 18% of students achieved basic proficiency in mathematics, reflecting limited exposure to interactive problem-solving) (
                <xref ref-type="bibr" rid="ref38">Sidik &amp; Intan, 2025</xref>; 
                <xref ref-type="bibr" rid="ref40">Suryadi &amp; Nugraha, 2025</xref>). By focusing on elementary school students in a traditional classroom setting, this research offers targeted insights into how gamification can bridge this gap, fostering social skills such as teamwork and communication in the resource-limited environments common to many public schools in Indonesia. While similar challenges may be found in other countries with traditional educational models, Indonesia&#x2019;s distinctive social and cultural dynamics, including the limited application of innovative teaching methods, make contextual research even more essential. This study attempts to fill this gap by empirically testing the effectiveness of gamification in improving the social skills of primary school students in the Indonesian educational environment.</p>
            <p>The main objective of this study is to determine whether the application of gamification in learning can significantly improve the social skills of primary school students. More specifically, this study aims to explore how gamification affects students' communication, cooperation, and empathy during the learning process, while acknowledging the methodological limitations of the one-group pretest-posttest design.</p>
            <p>Theoretically, this study integrates Self-Determination Theory (SDT) (
                <xref ref-type="bibr" rid="ref9">Deci &amp; Ryan, 2012</xref>) and Social Learning Theory (SLT) (
                <xref ref-type="bibr" rid="ref48">Bandura, 1986</xref>) as adapted by (
                <xref ref-type="bibr" rid="ref26">Krcmar, 2019</xref>). Unlike previous studies that focused primarily on cognitive motivation and individual achievement through isolated rewards, this study emphasizes the social-emotional dimension through gamification's collaborative features. Specifically: (1) team quests and peer feedback mechanisms are designed to fulfill the SDT need for relatedness, while role selection and task choices support autonomy and competence; (2) multiplayer simulations and observable peer interactions facilitate SLT mechanisms of modeling and reinforcement, where students learn prosocial behaviors by observing and imitating others. This dual theoretical integration provides a comprehensive framework for understanding how gamification can foster social skills development&#x2014;SDT explains the intrinsic motivational drive for engagement, while SLT accounts for the social learning processes that occur through peer interaction and observation.</p>
            <p>It is hoped that the results of this research will make a practical contribution for teachers and curriculum developers in designing learning that is balanced between academic aspects and social-emotional development of students, especially in public schools based on the Independent Curriculum with limited resources and a lack of collaborative activities. Thus, gamification, when designed with explicit attention to collaborative mechanics, offers a promising alternative learning strategy that bridges theory with equitable education reform.</p>
        </sec>
        <sec id="sec6" sec-type="methods">
            <title>Methods</title>
            <sec id="sec7">
                <title>Research design</title>
                <p>This study employed a quantitative approach with a one-group pretest-posttest experimental design. A quantitative approach was chosen to investigate a specific population or sample, where data were collected using previously prepared research instruments. The purpose of using this method was to examine the effect of the gamification method on the social skills of fifth-grade students at SDN Palumbonsari II. In this experimental design, the independent variable (gamification method) was tested against the dependent variable (social skills) to determine the extent to which the gamification method could have an influence.</p>
                <p>The pretest was administered on August 6, 2025, before the intervention began, and the posttest was administered on September 10, 2025, after five weeks of gamification-based learning activities. This design allows for observation of changes in social skills within the same group of students after the game-based learning experience. However, it is important to acknowledge that this design lacks a control group and is therefore vulnerable to internal validity threats such as maturation, testing effects, and history. The results should be interpreted with these limitations in mind. The research design for the one-sample test technique, involving a pretest and a posttest, is shown in 
                    <xref ref-type="fig" rid="f1">Figure 1</xref>.</p>
                <fig fig-type="figure" id="f1" orientation="portrait" position="float">
                    <label>
Figure 1. </label>
                    <caption>
                        <title>One-sample test pretest and posttest experimental design.</title>
                        <p>With the following explanation.</p>
                        <p>O
                            <sub>1</sub>: before treatment.</p>
                        <p>O
                            <sub>2</sub>: after the treatment was administered.</p>
                        <p>X: treatment.</p>
                    </caption>
                    <graphic id="gr1" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure1.gif"/>
                </fig>
                <p>The gamification intervention was implemented over a five-week period, with two 60-minute sessions per week, integrated into the "Pancasila Student Profile Strengthening Project" (P5) curriculum theme of "Bhineka Tunggal Ika" (Unity in Diversity). The classroom teacher facilitated the sessions, providing guidance and facilitating discussions, while the application served as the primary medium for skill practice. Each session began with a brief introduction to the target skill, followed by 30-40 minutes of gameplay, and concluded with a 10-15 minute reflection and discussion period where students shared their experiences and learning.</p>
                <p>In general, this gamification application is designed for mobile devices (iOS and Android) using Unity as a game development platform. This app allows students to access and play games interactively and fun on their phones. On the app&#x2019;s main page, there are five sections, each representing the social skills indicators developed by 
                    <xref ref-type="bibr" rid="ref6">Bremer &amp; Smith, (2004)</xref> and (
                    <xref ref-type="bibr" rid="ref19">Gresham et al., 2001</xref>). Students can choose the part of the game they want to play, according to the indicators they want to develop. This main view gives students the freedom to choose an area that suits their learning objectives, as shown in the images in this app.</p>
            </sec>
            <sec id="sec8">
                <title>Peer relational skills indicator</title>
                <p>In this section students are given the opportunity to interact with various characters in social scenarios (e.g., choosing a character to speak to in a social event). Polite and appreciative conversation choices will lead to positive interactions. As a consequence in this part of the game, if students choose a polite response, they will get points or stars (rewards). If they choose a rude response, they will lose points. Consequences like these help assess whether students are able to make a good first impression. Influence on pre- and post-test: Students who are initially less polite will show improvement after practicing choosing better responses.</p>
            </sec>
            <sec id="sec9">
                <title>Self-management skills indicator</title>
                <p>In this part of the game, students are faced with challenging tasks (such as preparing for an exam or completing an assignment) in a stressful situation. As a consequence of this part of the game, if students choose to manage stress well (for example, take a deep breath or take a break), they earn points. If they work non-stop until the stress gets higher, they will lose points. These consequences help evaluate students&#x2019; ability to manage stress and time. By looking at the pre- and post-test results, we can see if students improve their self-management skills after this gamification exercise.</p>
            </sec>
            <sec id="sec10">
                <title>Collaboration skills indicator</title>
                <p>In this part of the game, students will work in groups to complete the project. They must choose a role (e.g., writing, drawing, or research) and collaborate to complete tasks. As a consequence of this section, if students collaborate well and complete assignments on time, they earn additional points. If they don&#x2019;t contribute or choose not to help, they&#x2019;ll lose points. This consequence assesses how well students can work together. The consequences lead students to think about their contributions in the team. The influence on the pre- and post-test will be seen in the improvement of students&#x2019; collaboration skills.</p>
            </sec>
            <sec id="sec11">
                <title>Following the rules indicator</title>
                <p>In this section, students are given several situations in which they must comply with the rules (e.g., in a classroom, canteen, or playground) and choose the appropriate action. The consequence of this part of the game is that if students follow the rules, they get points. If they ignore the rules, they will lose points. Any rule violation leads to immediate consequences (e.g., the character looks anxious or angry). This consequence can evaluate whether students understand the importance of following the rules. Pre- and post-test results can show an improvement in students&#x2019; attitudes towards compliance with the rules.</p>
            </sec>
            <sec id="sec12">
                <title>Assertion skills indicator</title>
                <p>In this section, students are asked to express their opinions in the debate and defend their views in a constructive way. The consequence in this section, if they express their opinion politely and constructively, they get points. If they are aggressive or passive, they lose points. This assessment measures students&#x2019; ability to argue in an effective and polite way. Pre- and post-tests can show improved communication skills and students&#x2019; courage to express opinions.</p>
            </sec>
            <sec id="sec13">
                <title>Population and sample</title>
                <p>The study population consisted of all students at SDN Palumbonsari II Elementary School in Karawang Regency. The study population consisted of all students at SDN Palumbonsari II Elementary School in Karawang Regency. The study sample consisted of 30 fifth-grade students, selected through purposive sampling based on their availability and willingness to participate in the gamified learning program. Purposive sampling was employed because the intervention required students who could commit to the five-week program and had access to compatible mobile devices. The sample included 16 male and 14 female students, aged 10-11 years, from mixed socio-economic backgrounds (primarily lower-middle to middle class, as typical of public schools in this region). The selection of fifth-grade students was justified because this developmental stage is crucial for the refinement of social skills, as children begin to engage in more complex peer interactions and group dynamics, making them an ideal group to observe the impact of social skills interventions (
                    <xref ref-type="bibr" rid="ref46">Zhao et al., 2021</xref>). The characteristics of participating students were generally homogeneous in terms of age (typically 10-11 years old) and academic level in fifth grade.</p>
                <p>The main view of the social skills gamification interface allows the player to select different sections for gameplay, such as Interpersonal Skills, Self-Management Skills, Collaboration Skills, Rule Compliance Skills, and Opinion Expression Skills (
                    <xref ref-type="fig" rid="f2">
Figure 2</xref>).</p>
                <fig fig-type="figure" id="f2" orientation="portrait" position="float">
                    <label>
Figure 2. </label>
                    <caption>
                        <title>The main view of social skills gamification.</title>
                        <p>Player can select the game menu on the main page (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr2" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure2.gif"/>
                </fig>
                <p>
                    <xref ref-type="fig" rid="f3">
Figure 3</xref> shows the interpersonal skills section of the game, where players choose from various characters at a social event to create a positive first impression. Options include &#x2018;Friend,&#x2019; &#x2018;Teacher,&#x2019; &#x2018;Friend&#x2019;s Parent,&#x2019; and &#x2018;New Friend&#x2019; (
                    <xref ref-type="fig" rid="f3">
Figure 3</xref>).</p>
                <fig fig-type="figure" id="f3" orientation="portrait" position="float">
                    <label>
Figure 3. </label>
                    <caption>
                        <title>Peer relational skills section.</title>
                        <p>Interpersonal skills section. Players choose from various characters at a social event (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr3" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure3.gif"/>
                </fig>
                <p>The self-management skills section of the game, shown in 
                    <xref ref-type="fig" rid="f4">
Figure 4</xref>, involves players helping characters manage stress and stay calm while preparing for an exam. Players are tasked with completing necessary steps before the exam, such as reading the material, taking notes, and formulating conclusions (
                    <xref ref-type="fig" rid="f4">
Figure 4</xref>).</p>
                <fig fig-type="figure" id="f4" orientation="portrait" position="float">
                    <label>
Figure 4. </label>
                    <caption>
                        <title>Self-management skills section.</title>
                        <p>In this section, players can manage stress and stay calm to successfully complete the exam (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr4" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure4.gif"/>
                </fig>
                <p>In 
                    <xref ref-type="fig" rid="f5">
Figure 5</xref>, the collaboration skills section of the game is shown. In this level, players work together with their team to complete a project within a limited time. The tasks include answering quizzes, arranging words, and arranging pictures as part of the project on Indonesia&#x2019;s cultural diversity (
                    <xref ref-type="fig" rid="f5">
Figure 5</xref>).</p>
                <fig fig-type="figure" id="f5" orientation="portrait" position="float">
                    <label>
Figure 5. </label>
                    <caption>
                        <title>Collaboration skills section.</title>
                        <p>Collaboration skills section. Players must help their team work together to complete the project within a limited time (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr5" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure5.gif"/>
                </fig>
                <p>In 
                    <xref ref-type="fig" rid="f6">
Figure 6</xref>, the &#x2018;Following the Rules&#x2019; section is displayed, where players must adhere to the rules in various locations such as the classroom, cafeteria, library, playground, and school restroom. Players are challenged to comply with regulations in each of these environments (
                    <xref ref-type="fig" rid="f6">
Figure 6</xref>).</p>
                <fig fig-type="figure" id="f6" orientation="portrait" position="float">
                    <label>
Figure 6. </label>
                    <caption>
                        <title>Following the rules section.</title>
                        <p>Players must adhere to rules in a highly structured environment (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr6" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure6.gif"/>
                </fig>
                <p>
                    <xref ref-type="fig" rid="f7">
Figure 7</xref> shows the opinion-expressing skill section. Players participate in debates or discussions where they must express their opinions confidently while respecting the opinions of others. In this scenario, players discuss whether schools should have longer recess periods (
                    <xref ref-type="fig" rid="f7">
Figure 7</xref>).</p>
                <fig fig-type="figure" id="f7" orientation="portrait" position="float">
                    <label>
Figure 7. </label>
                    <caption>
                        <title>Assertion skills section.</title>
                        <p>The opinion-expressing skill section. Players must participate in debates or discussions (This visualization is based on the dataset available at 
                            <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link>).</p>
                    </caption>
                    <graphic id="gr7" orientation="portrait" position="float" xlink:href="https://f1000research-files.f1000.com/manuscripts/197918/47e57113-fd8c-445c-a90f-0f26e199c9cd_figure7.gif"/>
                </fig>
                <p>Informed consent for participation was obtained from the parents or guardians of the students prior to their involvement in the study. This consent was provided in written form, as it is a standard ethical practice to ensure clear documentation and understanding of the research procedures, risks, and benefits, particularly when involving minors. The consent process included providing parents with detailed information about the study objectives, data collection methods, and their right to withdraw participation at any time without penalty.</p>
                <p>The sample size of 30 students was determined based on practical considerations and established practices in similar educational intervention studies focusing on social skills development in elementary school students using a single-group pretest-posttest design. While this sample size is sufficient for detecting large effects in paired comparisons, it limits the generalizability of findings to the broader population. The determination of the participant number in this study is further contextualized by reference to prior research. For instance, several comparable studies, such as (
                    <xref ref-type="bibr" rid="ref29">Marsuna et al., 2024</xref>; 
                    <xref ref-type="bibr" rid="ref41">Tshering et al., 2024</xref>; 
                    <xref ref-type="bibr" rid="ref44">Yanto et al., 2022</xref>), involved fewer than 30 participants yet were effective in examining educational interventions. These findings illustrate that the appropriateness of sample size may vary depending on the research context, though larger and more diverse samples would strengthen external validity.</p>
            </sec>
            <sec id="sec14">
                <title>Data collection</title>
                <p>The research instrument was a social skills questionnaire consisting of 24 items, adapted from established social skills assessment tools (
                    <xref ref-type="bibr" rid="ref6">Bremer &amp; Smith, 2004</xref>; 
                    <xref ref-type="bibr" rid="ref19">Gresham et al., 2001</xref>) and designed to measure five indicators: self-management, assertive behavior, relationships with peers, compliance with rules, and academic ability.</p>
                <p>Originally the instrument had 35 items, but the number was revised through several stages to increase its effectiveness. The revision process began with expert judgment, where the instruments that have been prepared were examined by experts, including psychologists, to ensure that each question item was in accordance with the purpose of measuring students' social skills. Based on input from experts, there were several items that were considered less relevant or did not reflect the indicators in question, so revisions were made to improve the clarity and focus of measurement.</p>
                <p>After the expert judgment stage, the instrument was tested on 67 fifth-grade students from Pebayuran District State Elementary School using a simple random sampling technique. This pilot testing served multiple purposes: (1) to identify poorly performing items through item-total correlation analysis, (2) to assess the internal consistency reliability of the overall scale and subscales, and (3) to refine item wording for clarity. Items with corrected item-total correlations below 0.20 were considered for elimination. Based on the results of this trial, items that were considered less relevant or did not reflect the measured indicators were eliminated, resulting in a more efficient, relevant instrument that still maintained its validity and reliability. After testing and revision, the instrument consisting of these 24 questions still showed good overall reliability with a Cronbach's alpha coefficient of 0.767. Reliability analysis for each subscale yielded the following coefficients: self-management (&#x03b1; = 0.71), assertive behavior (&#x03b1; = 0.68), relationships with peers (&#x03b1; = 0.74), compliance with rules (&#x03b1; = 0.76), and academic ability (&#x03b1; = 0.70). These values indicate acceptable to good internal consistency for each dimension.</p>
                <p>Construct validity was supported through expert judgment and the theoretical grounding of items in established frameworks. However, it is acknowledged that more rigorous validity evidence, such as confirmatory factor analysis, would require a larger sample size and is recommended for future research.</p>
                <p>The number of 67 students involved in this trial is quite adequate for the preliminary trial process, considering that in psychometric research, the recommended minimum sample size for pilot testing is around 30 respondents, so this number can provide representative and consistent results to test the validity and reliability of the instrument. Informed consent for participation in the pilot testing was also obtained from the parents or guardians of the 67 students involved in the initial trial, in written form, to ensure ethical compliance and clear understanding of the process.</p>
                <p>The questionnaire was administered in a paper-and-pencil format within the students&#x2019; regular classroom setting. During both the pretest and posttest phases, the primary researcher was present to provide clear instructions, answer any questions, and ensure a conducive testing environment. Students were given ample time to complete the questionnaire independently. Confidentiality was maintained, and students were assured that their responses would only be used for research purposes. The same administration protocol was strictly followed for both the pretest and posttest to ensure consistency and minimize potential biases. The questionnaire uses a Likert scale to assess students' responses, ranging from 1 to 5. For positive items, responses were scored as follows: 5 = Always, 4 = Often, 3 = Sometimes, 2 = Rarely, 1 = Never. For negative items, reverse scoring was applied: 1 = Always, 2 = Often, 3 = Sometimes, 4 = Rarely, 5 = Never. This reverse scoring procedure ensures that higher total scores consistently reflect better social skills across all items. The social skills instrument grid is as follows.</p>
            </sec>
            <sec id="sec15">
                <title>Data analysis techniques</title>
                <p>The normality test aims to determine whether the data obtained follows a normal distribution or not, which is calculated using the Shapiro-Wilk test. This test is particularly recommended for smaller sample sizes (n &lt; 50) and assesses normality by comparing the observed data distribution to a theoretically normal distribution. The benchmark for normality is typically a significance value (p-value) greater than 0.05, indicating that the null hypothesis of normal distribution cannot be rejected (
                    <xref ref-type="bibr" rid="ref37">Shapiro &amp; Wilk, 1965</xref>). After these stages, a hypothesis test is carried out to test the significance of the difference between the pretest and posttest. The paired t-test was used to test whether there was a significant difference, with a formula that refers to the One Group Pretest and Posttest Design research design. This t-test formula calculates the t-value based on the difference between the pretest and posttest means, the deviation of each subject, and the sum of the squares of the deviations to determine whether the treatment given has a significant effect on the variable being tested. In addition to statistical significance, effect size (Cohen's d) was calculated to quantify the practical significance of the findings, using the formula d = mean difference/standard deviation of the difference. Cohen's d values of 0.2, 0.5, and 0.8 were interpreted as small, medium, and large effects, respectively. Confidence intervals (95%) for the mean difference were also reported to provide a range of plausible values for the true population effect.</p>
            </sec>
            <sec id="sec16">
                <title>Ethical clearance</title>
                <p>The Institute for Research and Community Service of Universitas Buana Perjuangan Karawang approved this research with Certificate Number 071/LPPM/UBP/2025 on September 26, 2025. The researcher also provided informed consent to all respondents. Written consent to participate was obtained from respondents in accordance with document 400.3.5/112/SD/2025 on August 12, 2025. Respondents gave their consent without coercion from anyone. Furthermore, to protect the rights and privacy of respondents, all forms of data obtained will be kept confidential.</p>
            </sec>
        </sec>
        <sec id="sec17" sec-type="results">
            <title>Results</title>
            <p>With reference to the detailed results for each student obtained from (
                <xref ref-type="bibr" rid="ref1">Alpian et al., 2025a</xref>, 
                <xref ref-type="bibr" rid="ref2">2025b</xref>) 
                <xref ref-type="table" rid="T2">
Table 2</xref> presents the data processing results of this study. The research results are written to determine the results of the questionnaire on the social skills of Grade V students at SDN Palumbonsari II in the 2025/2026 academic year, which includes statistical analysis, normality tests, and hypothesis tests. The following are the results of descriptive statistical calculations.</p>
            <p>In 
                <xref ref-type="table" rid="T1">
Table 1</xref>, the student social skills instrument is presented after trial. The table outlines the various indicators of social skills, including self-management, assertive behavior, relationships with peers, compliance with rules, and academic ability, along with corresponding statement items and Likert scale ratings (
                <xref ref-type="table" rid="T1">
Table 1</xref>) (
                <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665792">https://doi.org/10.6084/m9.figshare.30665792</ext-link>).</p>
            <table-wrap id="T1" orientation="portrait" position="float">
                <label>
Table 1. </label>
                <caption>
                    <title>Student social skills instrument after trial.</title>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="left" colspan="1" rowspan="1" valign="top">No.</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Indicator</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Statement items (+)</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Statement items (-)</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">
Likert scale</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">1</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Self-management
</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1. I completed the assignment without needing to be reminded by the teacher or parents.
                                <break/>2. I stayed focused while studying despite distractions.
                                <break/>3. I was able to manage the time between studying, playing, and resting.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">4. I postpone the homework until it is close to the deadline to be collected.
                                <break/>5. I find it difficult to control myself when I feel angry or disappointed.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1-5</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">2</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Assertive behaviour</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">6. I can express my opinion politely without hurting other people's feelings.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">7. I asked for help in a polite way.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1-5</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">3</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Relationships with peers</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">8. I get along easily and have a lot of friends.
                                <break/>9. I work with friends on group assignments.
                                <break/>10. I care about and help friends who are going through difficulties.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">11. I got into a fight with a friend at school.
                                <break/>12. I like to make fun of friends without paying attention to their feelings.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1-5</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">4</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Compliance with rules</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">13. I obey the rules at school.
                                <break/>14. I do assignments and homework according to instructions.
                                <break/>15. I came to school on time.
                                <break/>16. I respect teachers and school staff in their daily interactions.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">17. I broke the rules at school.
                                <break/>18. I ignored the teacher's instructions while learning.
                                <break/>19. I chatted while the teacher was explaining.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1-5</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">5</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Academic ability</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">20. I have a high motivation to learn.
                                <break/>21. I asked the teacher if I didn't understand the lesson.
                                <break/>22. I did my schoolwork well and on time.
                                <break/>23. I am confident when facing exams.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">24. I didn't finish my schoolwork.</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">1-5</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>Based on the descriptive analysis shown in 
                <xref ref-type="table" rid="T2">
Table 2</xref>, the average social skills score of students on the pretest was 65.50 with a standard deviation of 2.675, a minimum score of 60, and a maximum score of 71. Meanwhile, on the posttest, the average score increased to 81.80 with a standard deviation of 3.863, a minimum score of 73, and a maximum score of 89. The range of scores on the post-test (16) was greater than that on the pre-test (11), indicating a significant increase in scores.</p>
            <table-wrap id="T2" orientation="portrait" position="float">
                <label>
Table 2. </label>
                <caption>
                    <title>Descriptive statistics.</title>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="left" colspan="8" rowspan="1" valign="top">Descriptive statistics</th>
                        </tr>
                        <tr>
                            <th align="left" colspan="1" rowspan="1" valign="top"/>
                            <th align="left" colspan="1" rowspan="1" valign="top">N</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Range</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Minimum</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Maximum</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Mean</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Std. Deviation</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">
Variance</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Pretest</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">11</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">60</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">71</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">65.50</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">2.675</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">7.155</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Postest</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">16</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">73</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">89</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">81.80</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">3.863</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">14.924</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Valid N (listwise)</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td colspan="1" rowspan="1"/>
                            <td colspan="1" rowspan="1"/>
                            <td colspan="1" rowspan="1"/>
                            <td colspan="1" rowspan="1"/>
                            <td colspan="1" rowspan="1"/>
                            <td colspan="1" rowspan="1"/>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>Examination of the score distributions revealed that all students demonstrated improvement from pretest to posttest, with individual gains ranging from 10 to 22 points. The most substantial gains were observed in items related to peer relationships and compliance with rules, while gains in self-management and assertive behavior were more moderate, suggesting these skills may require more extended intervention periods to develop fully.</p>
            <p>In the normality testing of data conducted on 30 fifth-grade students at SDN Palumbonsari II, the normality test was carried out to determine whether the data obtained through 
                <italic toggle="yes">the pretest</italic> and 
                <italic toggle="yes">posttest</italic> were normally distributed or not. Using the 
                <italic toggle="yes">Shapiro Wilk</italic> test with a significance level of &gt; 0.05, the data were declared normal. The following are the results of 
                <italic toggle="yes">the pretest</italic> and 
                <italic toggle="yes">posttest</italic> normality tests.</p>
            <p>Based on the results of the normality test using Shapiro-Wilk shown in 
                <xref ref-type="table" rid="T3">
Table 3</xref>, it can be seen that the pretest (p = 0.273) and posttest (p = 0.177) data are normally distributed because the significance value is greater than 0.05. This indicates that the normality assumption is fulfilled.</p>
            <table-wrap id="T3" orientation="portrait" position="float">
                <label>
Table 3. </label>
                <caption>
                    <title>Normality test.</title>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="left" colspan="7" rowspan="1" valign="top">Tests of Normality</th>
                        </tr>
                        <tr>
                            <th align="left" colspan="1" rowspan="2" valign="top"/>
                            <th align="left" colspan="3" rowspan="1" valign="top">Kolmogorov-Smirnov
                                <xref ref-type="table-fn" rid="tfn1">
                                    <sup>a</sup>
                                </xref>
                            </th>
                            <th align="left" colspan="3" rowspan="1" valign="top">Shapiro-Wilk
</th>
                        </tr>
                        <tr>
                            <th align="left" colspan="1" rowspan="1" valign="top">Statistic</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">df</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Sig.</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">Statistic</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">df</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">
Sig.</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Pretest</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.174</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.021</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.958</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.273</td>
                        </tr>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Postest</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.189</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.008</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.951</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">30</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.177</td>
                        </tr>
                    </tbody>
                </table>
                <table-wrap-foot>
                    <fn-group content-type="footnotes">
                        <fn id="tfn1">
                            <label>
                                <sup>a</sup>
                            </label>
                            <p>Lilliefors Significance Correction.</p>
                        </fn>
                    </fn-group>
                </table-wrap-foot>
            </table-wrap>
            <p>Furthermore, to determine whether the 
                <italic toggle="yes">pretest</italic> and 
                <italic toggle="yes">posttest</italic> values have the same homogeneous data or not, the data homogeneity test uses 
                <italic toggle="yes">the Levene Test</italic> using SPSS.</p>
            <p>Based on the results of the Levene Test for variance homogeneity shown in 
                <xref ref-type="table" rid="T4">
Table 4</xref>, the significance value is 0.055, which is greater than 0.05, so it can be concluded that the variances of the two groups are homogeneous.</p>
            <table-wrap id="T4" orientation="portrait" position="float">
                <label>
Table 4. </label>
                <caption>
                    <title>Hypothesis test.</title>
                </caption>
                <table content-type="article-table" frame="hsides">
                    <thead>
                        <tr>
                            <th align="left" colspan="10" rowspan="1" valign="top">Paired samples test</th>
                        </tr>
                        <tr>
                            <th align="left" colspan="2" rowspan="3" valign="top"/>
                            <th align="left" colspan="5" rowspan="1" valign="top">Paired Differences</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">t</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">df</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">
Sig. (2-tailed)</th>
                        </tr>
                        <tr>
                            <th align="left" colspan="1" rowspan="2" valign="top">Mean</th>
                            <th align="left" colspan="1" rowspan="2" valign="top">Std. Deviation</th>
                            <th align="left" colspan="1" rowspan="2" valign="top">Std. Error Mean</th>
                            <th align="left" colspan="2" rowspan="1" valign="top">95% Confidence Interval of the Difference</th>
                            <th align="left" colspan="1" rowspan="2" valign="top"/>
                            <th align="left" colspan="1" rowspan="2" valign="top"/>
                            <th align="left" colspan="1" rowspan="2" valign="top"/>
                        </tr>
                        <tr>
                            <th align="left" colspan="1" rowspan="1" valign="top">Lower</th>
                            <th align="left" colspan="1" rowspan="1" valign="top">
Upper</th>
                        </tr>
                    </thead>
                    <tbody>
                        <tr>
                            <td align="left" colspan="1" rowspan="1" valign="top">Pair 1</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">Pretest - Postest</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">-16.300</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">3.131</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.572</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">-17.469</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">-15.131</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">-28.514</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">29</td>
                            <td align="left" colspan="1" rowspan="1" valign="top">.000</td>
                        </tr>
                    </tbody>
                </table>
            </table-wrap>
            <p>After calculating the normality tests, if the data is confirmed to be normally distributed, the next step is to conduct a hypothesis test or t-test to determine whether there is an effect between variable X and variable Y. After conducting a hypothesis test using the t-test formula with a 
                <italic toggle="yes">One Group Sample Pretest and Posttest</italic> design, the following results were obtained:</p>
            <p>Based on the results of the paired samples t-test in 
                <xref ref-type="table" rid="T4">
Table 4</xref>, there is a significant difference between the pretest and posttest scores with a t-value of -28.514, df = 29, and p &lt; 0.05. The average score difference of -16.300 (95% CI [-17.469, -15.131]) with a standard deviation of 3.131 indicates an increase in social skills scores after the gamification treatment. The effect size, calculated as Cohen's d, was 5.20, which represents a very large practical significance according to conventional benchmarks (
                <xref ref-type="bibr" rid="ref54">Cohen, 2013</xref>). This very large effect size indicates that the observed improvement is not only statistically significant but also practically meaningful in educational terms.</p>
        </sec>
        <sec id="sec18" sec-type="discussion">
            <title>Discussion</title>
            <p>The results of the paired t-test showed a very significant difference between students&#x2019; social skills scores before and after the implementation of gamification, with a t-value of -28.514 and p &lt; 0.05, and a very large effect size (Cohen's d = 5.20). These findings indicate that gamification was associated with a substantial positive change in the social skills of primary school students in this sample. However, due to the absence of a control group, these results should be interpreted as preliminary evidence of association rather than conclusive proof of causation. While the observed improvement is encouraging, it cannot be definitively attributed solely to the gamification intervention, as factors such as maturation, repeated testing, or other classroom experiences may have contributed to the gains.</p>
            <p>This significant improvement in social skills scores suggests that gamification can facilitate a learning process that focuses not only on cognitive aspects but also on students' social and emotional aspects. This is important considering that social skills are competencies that are highly needed in daily life and child development.</p>
            <p>Gamification is the application of game elements in a non-game context with the aim of increasing participant motivation and engagement (
                <xref ref-type="bibr" rid="ref11">Deterding et al., 2011</xref>). In the context of education, gamification creates a more engaging and interactive learning environment, encouraging students to participate actively in the learning process. This pleasant atmosphere can reduce anxiety and increase students&#x2019; confidence in social interactions. According to Vygotsky&#x2019;s social learning theory (1978), social interaction is a fundamental aspect of children&#x2019;s cognitive and social skills development (
                <xref ref-type="bibr" rid="ref24">Khosravizadeh, 2023</xref>; 
                <xref ref-type="bibr" rid="ref27">Malik et al., 2025</xref>; 
                <xref ref-type="bibr" rid="ref42">Weiner et al., 2003</xref>). Through interaction with peers and teachers, students learn to develop communication, empathy, and cooperation skills. Gamification provides a platform that facilitates such interaction in a more enjoyable and structured manner, making the learning process more effective.</p>
            <p>The theoretical integration of Self-Determination Theory (SDT) and Social Learning Theory (SLT) provides a comprehensive lens for interpreting these findings. From an SDT perspective, the gamification design addressed students' basic psychological needs: autonomy was supported through students' freedom to choose which skill area to practice; competence was fostered through immediate feedback, point accumulation, and level progression; and relatedness was enhanced through team-based quests and peer feedback mechanisms. The significant improvement in social skills suggests that when these psychological needs are met, students become more intrinsically motivated to engage in and learn from social interactions.</p>
            <p>From an SLT perspective, the multiplayer and collaborative elements of the gamification design created opportunities for observational learning. Students could observe peers demonstrating effective social behaviors (e.g., polite responses, collaborative problem-solving) and the positive consequences (points, badges) that followed. The structured game scenarios provided safe contexts for modeling and practicing new social behaviors, with immediate feedback reinforcing appropriate responses. The particularly strong gains in peer relationships and rule compliance may reflect the effectiveness of these observable modeling opportunities.</p>
            <p>Furthermore, the specific gamification mechanics can be mapped onto these theoretical constructs: team quests directly supported relatedness (SDT) and provided collaborative modeling opportunities (SLT); point systems and badges provided competence feedback (SDT) and served as reinforcement for observed prosocial behaviors (SLT); role selection in group tasks supported autonomy (SDT) and allowed students to experiment with different social roles (SLT). This theoretical alignment suggests that the effectiveness of gamification for social skills development may depend on intentional design that simultaneously addresses motivational and social learning processes.</p>
            <p>In addition, gamification can boost students' confidence in social interactions. By completing challenges and receiving rewards, students feel valued and motivated to continue developing their social skills. This confidence is essential in forming positive attitudes and effective communication skills. In addition to motivation and social interaction, gamification also helps students develop emotional skills such as self-control and empathy. Through simulations and game scenarios, students learn to recognize and manage their own emotions and understand the feelings of others, which are important components of social skills. However, it is important to note that while compliance with rules and peer relationships may be relatively easier to assess through gamification due to the presence of clear, actionable choices and immediate consequences, the evaluation of self-management under pressure and assertive behavior presents greater challenges. Self-management under pressure involves complex emotional responses, such as stress management, that are difficult to accurately replicate in a game setting, and the more moderate gains observed in these areas may reflect these measurement challenges. Similarly, assertive behavior involves dynamic and nuanced social interactions that may not be fully captured by binary choice options alone. Gamification elements such as points, levels, and badges play an important role in effectively motivating students. Points provide quick and clear feedback on students' efforts, creating a healthy competition where students attempt to accumulate points as a form of recognition for their achievements. This encourages students to continue to engage in social activities. The level system provides a real sense of progression; each time students reach a new level, they feel more confident and ready to take on greater social challenges, such as interacting with more friends or participating in group discussions. Badges, on the other hand, serve as a symbol of appreciation that recognizes specific achievements, such as the ability to collaborate or communicate effectively. These badges not only increase students' self-esteem but also motivate them to continue honing their social skills, as they seek to accumulate more badges. Overall, points, levels, and badges work together to create a fun atmosphere, which encourages students to be more active and confident in developing their social skills, as found in the study.</p>
            <p>The implementation of gamification in learning can accommodate various student learning styles by offering diverse challenges and activities. For example, visual learners may benefit from games with graphics and animations, while auditory learners engage with games that include verbal feedback or dialogue. Kinesthetic learners might thrive in games that involve physical interaction or simulations requiring active participation. However, the success of gamification heavily depends on its design and implementation. Game elements, such as point systems or level-ups, must be tailored to both the learning objectives and student characteristics to maximize impact. Teachers need to creatively integrate these principles, ensuring that each student can develop their social skills effectively based on their learning style.</p>
            <p>In addition, school environment support and parental involvement are also important to reinforce the positive effects of gamification on students' social skills. A supportive environment will provide more opportunities for students to practice the social skills they have learned. Gamification can also be a solution to overcome the problem of lack of motivation and engagement among students in traditional learning, which tends to be monotonous. With a fun and challenging approach, the current research shows students were more motivated to actively participate and interact with their peers.</p>
            <p>The results of this study are in line with various previous studies that show that gamification is effective in improving students&#x2019; social and emotional aspects. Gamification can increase engagement and social interaction in the learning context, which ultimately has a positive impact on the development of social skills (
                <xref ref-type="bibr" rid="ref7">Campillo-Ferrer et al., 2020</xref>; 
                <xref ref-type="bibr" rid="ref8">Chung &amp; Pan, 2023</xref>). While these studies affirm the general efficacy of gamification, their contexts largely differ from the present research. For instance, 
                <xref ref-type="bibr" rid="ref7">Campillo-Ferrer et al., (2020)</xref>; and 
                <xref ref-type="bibr" rid="ref8">Chung &amp; Pan, (2023)</xref> primarily focused on higher education students, and 
                <xref ref-type="bibr" rid="ref30">Meng et al., (2024)</xref> investigated online learners. Furthermore, recent meta-analytic evidence (
                <xref ref-type="bibr" rid="ref53">Ahma &amp; Kadriu, 2025</xref>; 
                <xref ref-type="bibr" rid="ref49">Sari et al., 2026</xref>; 
                <xref ref-type="bibr" rid="ref50">Schlag et al., 2024</xref>; 
                <xref ref-type="bibr" rid="ref52">Ukgoda, 2025</xref>) that synthesized findings from multiple studies reported moderate to large effects of gamification on collaborative learning outcomes, which aligns with the very large effect sizes observed in this study. However, these results also noted that effect sizes varied significantly depending on contextual factors such as age group, intervention duration, and the specific outcomes measured highlighting the need for more research in elementary school settings specifically.</p>
            <p>This study, however, uniquely contributes by providing empirical evidence for the effectiveness of gamification specifically in enhancing social skills among primary school students in a traditional classroom setting within the Indonesian educational environment. This addresses a critical gap in the literature, as most research on gamification's impact on social-emotional development has been conducted in different age groups or cultural contexts. By demonstrating significant improvements in social skills among young learners in Indonesia, this research offers context-specific insights and validates gamification as a relevant and effective pedagogical strategy for early education in non-Western settings, thereby extending the generalizability and practical application of gamification theory. Comparison of these findings with meta-analytic benchmarks (
                <xref ref-type="bibr" rid="ref51">Triantafyllou et al., 2025</xref>) reveals that the effect size obtained in this study (d = 5.20) exceeds the average effects reported for gamification interventions in educational settings. This exceptionally large effect may reflect several factors: the specific focus on social skills (which may be particularly responsive to collaborative game mechanics), the developmental appropriateness of the intervention for fifth-grade students, or potential ceiling effects in measurement. However, it may also be partially attributable to the absence of a control group, as uncontrolled pre-post designs can overestimate intervention effects compared to controlled experiments. Future research using randomized controlled designs would provide more accurate estimates of true effect sizes.</p>
            <p>Thus, while the results of this study reinforce the argument that gamification is a promising learning strategy for improving the social skills of primary school students, it is recommended that gamification be further investigated through more rigorous experimental designs before being systematically integrated into curriculum and learning practices on a large scale.</p>
        </sec>
        <sec id="sec19" sec-type="conclusion">
            <title>Conclusion</title>
            <p>Based on the findings, gamification was associated with significant improvement in social skills among the participating primary school students. The paired t-test revealed a statistically significant increase from pretest to posttest (p &lt; 0.05), and the effect size (Cohen's d = 5.20) indicated very large practical significance. However, due to the absence of a control group and the non-random sampling method, these results should be interpreted as preliminary evidence rather than conclusive proof of causation. The study demonstrates that gamification can create an engaging environment that supports social skill development, but stronger causal claims would require more rigorous experimental designs with comparison groups.</p>
            <p>The study contributes to the literature by providing contextualized evidence from the Indonesian primary education setting and by offering a theoretically integrated framework combining SDT and SLT to explain how gamification mechanics (team quests, peer feedback, role selection) may support social skills development through enhanced motivation and social learning opportunities.</p>
            <p>Several limitations must be acknowledged. First, the one-group pretest-posttest design lacks a control group, making it vulnerable to internal validity threats such as maturation, history, and testing effects. Second, the small (N = 30) purposive sample from a single school limits generalizability to other populations and contexts. Third, while overall instrument reliability was acceptable and subscale reliabilities were reported, more comprehensive validity evidence (e.g., confirmatory factor analysis) would strengthen psychometric foundations. Fourth, the very large effect size, while encouraging, should be interpreted cautiously given the uncontrolled design, as uncontrolled designs can produce inflated effect estimates compared to controlled experiments.</p>
            <p>To implement gamification more broadly, schools should consider integrating game elements like points, badges, and levels into classroom activities, providing a motivating and interactive environment that encourages active participation and collaboration. Teachers should tailor gamified tasks to different learning styles, such as using visuals for visual learners, verbal feedback for auditory learners, and role-playing for kinesthetic learners. Additionally, clear feedback and rewards for positive behaviors, such as effective communication or teamwork, should be incorporated. However, the generalizability of these implementation recommendations depends on factors like school infrastructure, teacher training, and student diversity. Schools with access to technology and trained teachers will find it easier to implement digital gamification, but offline alternatives, such as board games or role-playing activities, can be used in settings with limited resources. Adapting gamification strategies to local cultural norms will ensure they are engaging and relevant across different contexts.</p>
            <p>Future research should address the limitations of this study through several pathways:
                <list list-type="order">
                    <list-item>
                        <label>1.</label>
                        <p>Methodologically, randomized controlled trials with larger, more diverse samples are needed to establish causal relationships and improve generalizability.</p>
                    </list-item>
                    <list-item>
                        <label>2.</label>
                        <p>Theoretically, future studies should investigate which specific gamification mechanics (e.g., competition vs. collaboration, individual vs. team rewards) are most effective for different social skill components and student characteristics.</p>
                    </list-item>
                    <list-item>
                        <label>3.</label>
                        <p>Empirically, longitudinal designs could examine whether observed gains in social skills are sustained over time and transfer to real-world social interactions outside the gamified context.</p>
                    </list-item>
                    <list-item>
                        <label>4.</label>
                        <p>Measurement-focused research should develop and validate more nuanced assessments of social skills, particularly for complex dimensions like self-management under pressure and assertive behavior that may not be adequately captured by current instruments.</p>
                    </list-item>
                    <list-item>
                        <label>5.</label>
                        <p>Cross-cultural comparative studies could explore how cultural factors moderate the effectiveness of gamification for social skills development, contributing to more culturally responsive pedagogical designs</p>
                    </list-item>
                </list>
            </p>
        </sec>
        <sec id="sec20">
            <title>Ethics and consent</title>
            <p>The Institute for Research and Community Service of Universitas Buana Perjuangan Karawang approved this research with Certificate Number 071/LPPM/UBP/2025 on September 26, 2025. The researcher also provided informed consent to all respondents. Written consent to participate was obtained from respondents in accordance with document 400.3.5/112/SD/2025 on August 12, 2025. Respondents gave their consent without coercion from anyone. Furthermore, to protect the rights and privacy of respondents, all forms of data obtained will be kept confidential.</p>
        </sec>
    </body>
    <back>
        <sec id="sec23" sec-type="data-availability">
            <title>Data availability</title>
            <sec id="sec24">
                <title>Underlying data</title>
                <p>

                    <list list-type="bullet">
                        <list-item>
                            <label>-</label>
                            <p>Figshare: &#x2018;Research Data on the Results of the Social Skills Pretest&#x2018;Social Skills Pretest&#x2019; Doi: 
                                <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30239788.v3">https://doi.org/10.6084/m9.figshare.30239788.v3</ext-link> (
                                <xref ref-type="bibr" rid="ref47">Alpian, Yayan et al., 2025</xref>)</p>
                        </list-item>
                        <list-item>
                            <label>-</label>
                            <p>Figshare: &#x2018;Research Data on the Results of the Social Skills Postest&#x2019; Doi: 
                                <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30243193.v3">https://doi.org/10.6084/m9.figshare.30243193.v3</ext-link> (
                                <xref ref-type="bibr" rid="ref47">Alpian, Yayan, et al., 2025</xref>)</p>
                        </list-item>
                        <list-item>
                            <label>-</label>
                            <p>Figshare: &#x2018;Figures Gamification game&#x2019; Doi: 
                                <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665678">https://doi.org/10.6084/m9.figshare.30665678</ext-link> (
                                <xref ref-type="bibr" rid="ref47">Alpian, Yayan, et al., 2025</xref>)</p>
                        </list-item>
                        <list-item>
                            <label>-</label>
                            <p>Figshare: &#x2018;Student Social Skills Instrument&#x2019; Doi: 
                                <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.6084/m9.figshare.30665792">https://doi.org/10.6084/m9.figshare.30665792</ext-link> (
                                <xref ref-type="bibr" rid="ref47">Alpian, Yayan, et al., 2025</xref>)</p>
                        </list-item>
                    </list>
                </p>
                <p>This project contains the following baseline data: - Questionnaire dataset from Respondents.</p>
                <p>Data are available under the terms of the 
                    <ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">Creative Commons Attribution 4.0 International license</ext-link> (CC-BY 4.0).</p>
            </sec>
        </sec>
        <ack>
            <title>Acknowledgement</title>
            <p>The authors would like to thank the Directorate of Research and Community Service, Ministry of Higher Education, Science, and Technology of the Republic of Indonesia, for funding this research as part of the 2025 Regular Basic Research for Higher Education. Special thanks are extended to the Institute for Research and Community Service, Buana Perjuangan University, Karawang, for its support of this research.</p>
        </ack>
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    <sub-article article-type="reviewer-report" id="report473273">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.197918.r473273</article-id>
            <title-group>
                <article-title>Reviewer response for version 2</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Vargas S&#x00e1;nchez</surname>
                        <given-names>Ana Dolores</given-names>
                    </name>
                    <xref ref-type="aff" rid="r473273a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-5633-0901</uri>
                </contrib>
                <aff id="r473273a1">
                    <label>1</label>Universidad de La Sabana,, Chia, Colombia</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>22</day>
                <month>4</month>
                <year>2026</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Vargas S&#x00e1;nchez AD</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport473273" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.171603.2"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve-with-reservations</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>The modifications made indicate a substantial enhancement in the proposal, encompassing the foundation and organization of the discussion as well as the conclusions.</p>
            <p> </p>
            <p> By incorporating a broader section that systematically addresses the specific form of gamification used in the study, the theoretical framework was expanded and strengthened. This section explicitly links the specific form of gamification to the principles stated for this research, distinct from related constructs. This expansion enabled a more thorough examination of the pedagogical foundations that underlie the chosen design, as well as a clarifying of its conceptual logic. The social skills component was also reviewed and developed with a higher degree of theoretical rigor, incorporating pertinent contributions from recent literature. Collectively, these modifications enhance the theoretical framework's internal coherence, fortify its conceptual foundation, and enable a more specific and nuanced interpretation of the study's results.</p>
            <p> </p>
            <p> </p>
            <p> The findings are thoroughly and pertinently examined in relation to the theoretical framework and the stated objectives as a result of the comprehensive and detailed discussions that are presented throughout the article. Insofar as it exhibits critical reflection and solid argumentation, this length is suitable. In order to synthesize the central ideas, achieve greater precision, and achieve greater conciseness in accordance with the purpose of this section, it is recommended that any repetitions of aspects that have already been addressed in the document be reviewed in the conclusions section.</p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Partly</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>Yes</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Yes</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>No</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>Partly</p>
            <p>Reviewer Expertise:</p>
            <p>Education, Technology, Peace Education</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard, however I have significant reservations, as outlined above.</p>
        </body>
    </sub-article>
    <sub-article article-type="reviewer-report" id="report473637">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.197918.r473637</article-id>
            <title-group>
                <article-title>Reviewer response for version 2</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Ajlouni</surname>
                        <given-names>Aseel</given-names>
                    </name>
                    <xref ref-type="aff" rid="r473637a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-2904-765X</uri>
                </contrib>
                <aff id="r473637a1">
                    <label>1</label>The University of Jordan, Amman, Amman Governorate, Jordan</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>22</day>
                <month>4</month>
                <year>2026</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Ajlouni A</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport473637" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.171603.2"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve-with-reservations</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>The topic is important, but the manuscript requires minor revisions.</p>
            <p> The abstract is generally clear and well-structured.</p>
            <p> The introduction should clearly present the theoretical framework (SDT and SLT) and include relevant prior experimental studies to better justify the study and highlight the research gap.</p>
            <p> Methodology The study refers to the design as experimental; however, a one-group pretest-posttest design without a control group is more appropriately classified as a quasi-experimental design rather than a true experimental design. This should be clearly corrected in the manuscript. Figures should not be placed within the Methodology section; instead, they should be moved to the Results section or an appropriate appendix. Their current placement disrupts the logical flow of the manuscript.</p>
            <p> The Results section demonstrates a lack of clear distinction between data presentation and interpretation, with explanatory statements and conclusions that should be moved to the Discussion section to maintain proper academic structure. The Discussion section overstates the effectiveness of gamification and largely repeats the results instead of providing deeper critical analysis. Moreover, the use of SDT and SLT remains descriptive, and the extremely large effect size (Cohen&#x2019;s d = 5.20) is not sufficiently critically examined.</p>
            <p> The conclusion needs to be more concise, with less repetition and a clearer focus on key findings.</p>
            <p> </p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Yes</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>Partly</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Yes</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>Yes</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>Partly</p>
            <p>Reviewer Expertise:</p>
            <p>EDUCATIONAL TECHOLOGY</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard, however I have significant reservations, as outlined above.</p>
        </body>
    </sub-article>
    <sub-article article-type="reviewer-report" id="report473272">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.197918.r473272</article-id>
            <title-group>
                <article-title>Reviewer response for version 2</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Triantafyllou</surname>
                        <given-names>Serafeim A.</given-names>
                    </name>
                    <xref ref-type="aff" rid="r473272a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0003-2115-8934</uri>
                </contrib>
                <aff id="r473272a1">
                    <label>1</label>Aristotle University of Thessaloniki, Thessaloniki, Greece</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>11</day>
                <month>4</month>
                <year>2026</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Triantafyllou SA</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport473272" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.171603.2"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve-with-reservations</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>The authors have made substantial and thoughtful revisions in response to the previous review reports. The manuscript has improved notably in terms of methodological transparency, statistical reporting, and theoretical framing.</p>
            <p> In particular, the explicit acknowledgment of the limitations of the one-group pretest&#x2013;posttest design, the inclusion of effect size and confidence intervals, and the addition of subscale reliability coefficients represent meaningful enhancements that strengthen the rigor and credibility of the study.</p>
            <p> </p>
            <p> The integration of 
                <bold>Self-Determination Theory (SDT)</bold> and 
                <bold>Social Learning Theory (SLT)</bold> has also been significantly improved. The revised manuscript now more clearly links specific gamification mechanics (e.g., team quests, peer feedback, role selection) to theoretical constructs such as relatedness, autonomy, competence, modeling, and reinforcement. This represents a clear advancement over the previous version and contributes positively to the conceptual clarity of the study.</p>
            <p> </p>
            <p> The 
                <bold>methods section</bold> is now more detailed and replicable, particularly regarding the intervention procedure (e.g., duration, session structure, and implementation context), which addresses earlier concerns. The clarification of the instrument development process, including pilot testing and reliability reporting, is also appropriate and helpful.</p>
            <p> </p>
            <p> The 
                <bold>statistical analysis</bold> has been strengthened through the addition of effect size (Cohen&#x2019;s d = 5.20) and confidence intervals, and the removal of the unnecessary homogeneity test reflects an improved understanding of the analytical framework. However, the extremely large effect size remains unusual and warrants cautious interpretation, as also acknowledged by the authors.</p>
            <p> </p>
            <p> Overall, the revised manuscript represents a clear and meaningful improvement over the previous version. The authors have addressed most of the major methodological, analytical, and theoretical concerns raised by the reviewers. The study now provides initial evidence regarding the association between gamification and social skills development in primary education, although the findings should be interpreted with appropriate caution, particularly with respect to causal claims.</p>
            <p> </p>
            <p> Some minor issues remain and should be addressed as noted above.</p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Partly</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>Yes</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Partly</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>Partly</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>Partly</p>
            <p>Reviewer Expertise:</p>
            <p>gamification technologies</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard, however I have significant reservations, as outlined above.</p>
        </body>
    </sub-article>
    <sub-article article-type="reviewer-report" id="report464256">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.189227.r464256</article-id>
            <title-group>
                <article-title>Reviewer response for version 1</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Vargas S&#x00e1;nchez</surname>
                        <given-names>Ana Dolores</given-names>
                    </name>
                    <xref ref-type="aff" rid="r464256a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0002-5633-0901</uri>
                </contrib>
                <aff id="r464256a1">
                    <label>1</label>Universidad de La Sabana,, Chia, Colombia</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>17</day>
                <month>3</month>
                <year>2026</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Vargas S&#x00e1;nchez AD</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport464256" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.171603.1"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve-with-reservations</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>In the realm of contemporary educational research, the manuscript addresses a highly relevant and increasingly significant intersection: the development of social skills in conjunction with gamification. The work's significant strength is this approach, which is in accordance with global trends that promote active, student-centered methodologies and addresses current pedagogical demands. The research is situated within a field of increasing academic and practical interest, and the study's endeavor to integrate these two areas is commendable. In addition, the subject has the potential to significantly influence educational settings, as it is critical to cultivate socio-emotional competencies in students and the widespread use of digital tools.</p>
            <p> </p>
            <p> The clarity with which the study's purpose is articulated is another noteworthy strength. The authors facilitate reader comprehension and contextualize the study within broader educational concerns by providing a clear rationale for the research and an accessible description of its objectives. Structured methodological approaches are implemented in the manuscript, which enhances its replicability and enhances its contribution to the field.</p>
            <p> </p>
            <p> It is advised that the theoretical framework be expanded to include a specialized section in order to further improve the study's theoretical rigor and coherence. This section should examine the specific form of gamification employed (e.g., deep gamification or not), providing a detailed explanation of its pedagogical foundations and explicitly connecting it to the broader principles of game-based learning. A more discernible distinction between gamification and related constructs would enable readers to comprehend the logic that underpins the selected design and provide conceptual precision. The social skills component would also benefit from a more comprehensive and systematic conceptualization. The theoretical foundation of the study would be fortified and the findings would be more nuanced and richly interpreted if this aspect of the framework were to be improved, as evidenced by most recent literature.</p>
            <p> </p>
            <p> The manuscript provides an initial description of the dataset in the Results section, which is beneficial for comprehension. However, a more comprehensive analytical interpretation would enhance the content of this section. The findings' clarity and relevance would be enhanced by extending the explanation of patterns, trends, or contrasts within the data. This improvement would also establish a more robust foundation for the Discussion section.</p>
            <p> </p>
            <p> The Discussion and Conclusions must be in close alignment with the evidence that has been presented. In order to guarantee this alignment, it is advised to stay away from subjective interpretations and concentrate on deducing implications that are directly corroborated by the data. The findings' contribution to existing research should be clearly articulated in the discussion, with a focus on both novel and confirmatory aspects in relation to established theories or previous studies.</p>
            <p> </p>
            <p> Another area that has the potential for significant improvement is the articulation of future lines of research. Despite the fact that the manuscript provides valuable recommendations for educational practice, the Discussion and Conclusions would be enhanced by a more comprehensive perspective that identifies theoretical, methodological, or empirical pathways for future research. This inclusion would help to more firmly establish the research within the current academic discourse and illustrate an understanding of the field's changing landscape.</p>
            <p> </p>
            <p> A promising and well-supported exploration of an important educational topic is presented in the manuscript. The authors can substantially enhance the rigor, clarity, and overall contribution of their work by fortifying the theoretical framework, deepening the analysis of the results, grounding the interpretations in the data, and broadening the scope of future research. In conjunction with its evident potential for impact, the study's strong thematic relevance serves as an exceptional foundation for these enhancements.</p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Partly</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>Yes</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Yes</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>No</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>Partly</p>
            <p>Reviewer Expertise:</p>
            <p>Education, Technology, Peace Education</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard, however I have significant reservations, as outlined above.</p>
        </body>
        <sub-article article-type="response" id="comment15710-464256">
            <front-stub>
                <contrib-group>
                    <contrib contrib-type="author">
                        <name>
                            <surname>Alpian</surname>
                            <given-names>Yayan</given-names>
                        </name>
                        <aff>Education, Universitas Buana Perjuangan Karawang, Karawang Regency, West Java, Indonesia</aff>
                    </contrib>
                </contrib-group>
                <author-notes>
                    <fn fn-type="conflict">
                        <p>
                            <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                    </fn>
                </author-notes>
                <pub-date pub-type="epub">
                    <day>19</day>
                    <month>3</month>
                    <year>2026</year>
                </pub-date>
            </front-stub>
            <body>
                <p>Thank you to the reviewers for their valuable comments and suggestions. We have carefully revised the manuscript in response to the review reports. The main revisions include improvements to the introduction, clarification of the methods and statistical analysis, revision of tables and wording, and the addition of relevant references. A detailed point-by-point response to the reviewers&#x2019; comments has been prepared and uploaded separately where applicable.</p>
            </body>
        </sub-article>
    </sub-article>
    <sub-article article-type="reviewer-report" id="report461980">
        <front-stub>
            <article-id pub-id-type="doi">10.5256/f1000research.189227.r461980</article-id>
            <title-group>
                <article-title>Reviewer response for version 1</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Triantafyllou</surname>
                        <given-names>Serafeim A.</given-names>
                    </name>
                    <xref ref-type="aff" rid="r461980a1">1</xref>
                    <role>Referee</role>
                    <uri content-type="orcid">https://orcid.org/0000-0003-2115-8934</uri>
                </contrib>
                <aff id="r461980a1">
                    <label>1</label>Aristotle University of Thessaloniki, Thessaloniki, Greece</aff>
            </contrib-group>
            <author-notes>
                <fn fn-type="conflict">
                    <p>
                        <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                </fn>
            </author-notes>
            <pub-date pub-type="epub">
                <day>28</day>
                <month>2</month>
                <year>2026</year>
            </pub-date>
            <permissions>
                <copyright-statement>Copyright: &#x00a9; 2026 Triantafyllou SA</copyright-statement>
                <copyright-year>2026</copyright-year>
                <license xlink:href="https://creativecommons.org/licenses/by/4.0/">
                    <license-p>This is an open access peer review report distributed under the terms of the Creative Commons Attribution Licence, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.</license-p>
                </license>
            </permissions>
            <related-article ext-link-type="doi" id="relatedArticleReport461980" related-article-type="peer-reviewed-article" xlink:href="10.12688/f1000research.171603.1"/>
            <custom-meta-group>
                <custom-meta>
                    <meta-name>recommendation</meta-name>
                    <meta-value>approve-with-reservations</meta-value>
                </custom-meta>
            </custom-meta-group>
        </front-stub>
        <body>
            <p>
                <bold>1. Overall Contribution and Relevance</bold>
            </p>
            <p> This study addresses an important issue in primary education, namely the development of students&#x2019; social skills through gamification. The topic is timely and relevant, particularly in the Indonesian educational context where teacher-centered instruction remains prevalent. The manuscript offers practical implications for integrating game-based strategies into elementary classrooms. However, several methodological and analytical concerns need to be addressed to strengthen the scientific rigor and generalizability of the findings.</p>
            <p> </p>
            <p> 
                <bold>2. Research Design and Internal Validity</bold>
            </p>
            <p> The study employs a one-group pretest&#x2013;posttest design without a control group (pp. 4&#x2013;5, Figure 1). While this design allows preliminary exploration, it is highly vulnerable to internal validity threats such as maturation, testing effects, and history. Without a comparison group receiving conventional instruction, it is difficult to attribute the observed improvements solely to the gamification intervention. The authors should acknowledge this limitation more explicitly and avoid causal overgeneralization.</p>
            <p> </p>
            <p> 
                <bold>3. Sample Size and Sampling Method</bold>
            </p>
            <p> The sample consists of 30 fifth-grade students selected purposively from a single school (p. 5). Although the authors justify the sample size by referencing similar studies (p. 8), the small and non-random sample limits external validity. The findings cannot be generalized beyond this specific context. A clearer explanation of inclusion criteria and demographic characteristics (e.g., gender distribution, socio-economic background) would improve transparency.</p>
            <p> </p>
            <p> 
                <bold>4. Instrument Development and Validity</bold>
            </p>
            <p> The social skills questionnaire was reduced from 35 to 24 items after expert judgment and pilot testing (pp. 8&#x2013;9). Cronbach&#x2019;s alpha of 0.767 indicates acceptable reliability. However, the manuscript does not report construct validity evidence (e.g., factor analysis) or item discrimination indices. Given that social skills are multidimensional, reporting subscale reliability for each indicator (self-management, assertiveness, etc.) would strengthen the psychometric foundation.</p>
            <p> Additionally, the scoring description for positive and negative Likert items (p. 9) appears inconsistent and may lead to confusion. Clarification is needed regarding reverse scoring procedures.</p>
            <p> </p>
            <p> 
                <bold>5. Statistical Analysis</bold>
            </p>
            <p> The statistical procedures are generally appropriate for a pretest&#x2013;posttest comparison (Shapiro-Wilk, Levene, paired t-test; pp. 10&#x2013;11). However, conducting a homogeneity test (Levene) is not necessary in a paired-sample design, as the same participants are measured twice. This suggests a conceptual misunderstanding of statistical assumptions.</p>
            <p> Moreover, the reported t-value (-28.514) is extremely large relative to the sample size and standard deviation (Table 5, p. 11). The authors should report and interpret an effect size (e.g., Cohen&#x2019;s d) to quantify practical significance, not only statistical significance. Including confidence intervals in the narrative would also improve reporting quality.</p>
            <p> </p>
            <p> 
                <bold>6. Intervention Description and Replicability</bold>
            </p>
            <p> </p>
            <p> The gamification intervention is described through five skill indicators and illustrated with screenshots (pp. 6&#x2013;8). While the conceptual structure is clear, important implementation details are missing. For example: 
                <list list-type="bullet">
                    <list-item>
                        <p>How long did students use the application?</p>
                    </list-item>
                    <list-item>
                        <p>How frequently was it implemented?</p>
                    </list-item>
                    <list-item>
                        <p>Was it integrated into specific subjects?</p>
                    </list-item>
                    <list-item>
                        <p>Were teachers involved in facilitating gameplay?</p>
                    </list-item>
                </list> Providing clearer procedural details would enhance replicability.</p>
            <p> </p>
            <p> 
                <bold>7. Theoretical Integration</bold>
            </p>
            <p> The manuscript attempts to integrate Self-Determination Theory (SDT) and Social Learning Theory (SLT) (pp. 4, 12). While this theoretical framing is promising, the integration remains somewhat descriptive rather than analytically grounded. The discussion would benefit from explicitly linking specific game mechanics (e.g., peer feedback, team quests) to SDT constructs (autonomy, competence, relatedness) and SLT mechanisms (modeling, reinforcement).</p>
            <p> </p>
            <p> 
                <bold>8. Interpretation and Overgeneralization</bold>
            </p>
            <p> The conclusion states that gamification has &#x201c;proven to be an effective strategy&#x201d; (p. 13). Given the quasi-experimental design and absence of a control group, this statement should be moderated. The findings demonstrate improvement within the sample, but stronger causal claims require more rigorous experimental controls.</p>
            <p> </p>
            <p> 
                <bold>9. Ethical Considerations</bold>
            </p>
            <p> Ethical approval and parental consent are clearly documented (pp. 7, 9, 13), which is commendable. However, there appears to be repetition of ethical statements in multiple sections. Consolidating this information would improve manuscript clarity.</p>
            <p> </p>
            <p> 
                <bold>10. Language and Presentation</bold>
            </p>
            <p> The manuscript is generally understandable, but several grammatical errors and awkward phrasings are present throughout (e.g., inconsistencies in tense, article use, and repetition in the conclusion section). Professional language editing is recommended to improve clarity and academic tone.</p>
            <p> </p>
            <p> 
                <bold>11. Recommendations for Improvement</bold>
            </p>
            <p> To strengthen the manuscript, I recommend: 
                <list list-type="bullet">
                    <list-item>
                        <p>Including a control group in future studies.</p>
                    </list-item>
                    <list-item>
                        <p>Reporting effect sizes and subscale reliability.</p>
                    </list-item>
                    <list-item>
                        <p>Clarifying scoring and statistical rationale.</p>
                    </list-item>
                    <list-item>
                        <p>Providing more detailed intervention procedures.</p>
                    </list-item>
                    <list-item>
                        <p>Moderating causal claims.</p>
                    </list-item>
                    <list-item>
                        <p>Improving theoretical integration and language quality.</p>
                    </list-item>
                </list> 
                <bold>Final Evaluation</bold>
            </p>
            <p> The study has practical relevance and promising preliminary findings. However, significant methodological clarifications and revisions are required before the manuscript can be considered for publication. Strengthening internal validity, statistical interpretation, and theoretical depth will considerably enhance the contribution of this work.</p>
            <p> </p>
            <p> Recommendation to Include Additional Recent Literature:</p>
            <p> </p>
            <p> The manuscript presents a solid theoretical foundation on gamification and social skills; however, the literature review would benefit from incorporating more recent high-quality systematic reviews and meta-analyses in the field of gamification in education.</p>
            <p> </p>
            <p> Rationale for Inclusion 
                <list list-type="bullet">
                    <list-item>
                        <p>These publications provide up-to-date systematic syntheses of gamification research.</p>
                    </list-item>
                    <list-item>
                        <p>The 2025 review in 
                            <italic>International Review of Education</italic> offers a comprehensive theoretical and methodological overview of gamification in educational settings.</p>
                    </list-item>
                    <list-item>
                        <p>The 2025 meta-analysis in 
                            <italic>Technology, Knowledge and Learning</italic> provides quantitative evidence regarding the effectiveness of gamification interventions.</p>
                    </list-item>
                    <list-item>
                        <p>Although focused partly on computational thinking, these works include broader discussions of motivational mechanisms, engagement, and learning outcomes that are directly relevant to the current study&#x2019;s theoretical framing (e.g., SDT, engagement, collaborative learning).</p>
                    </list-item>
                </list> How They Could Strengthen the Manuscript 
                <list list-type="bullet">
                    <list-item>
                        <p>Support the theoretical positioning of gamification as an evidence-based pedagogical strategy.</p>
                    </list-item>
                    <list-item>
                        <p>Strengthen the justification for conducting the present study in primary education.</p>
                    </list-item>
                    <list-item>
                        <p>Enrich the discussion section by comparing the current findings with broader meta-analytic evidence.</p>
                    </list-item>
                    <list-item>
                        <p>Improve the manuscript&#x2019;s currency and alignment with 2024&#x2013;2025 scholarship.</p>
                    </list-item>
                </list> The inclusion of these references would enhance the depth of the literature review and situate the study more clearly within the contemporary research landscape on gamification in education.</p>
            <p>Is the work clearly and accurately presented and does it cite the current literature?</p>
            <p>Partly</p>
            <p>If applicable, is the statistical analysis and its interpretation appropriate?</p>
            <p>Partly</p>
            <p>Are all the source data underlying the results available to ensure full reproducibility?</p>
            <p>Yes</p>
            <p>Is the study design appropriate and is the work technically sound?</p>
            <p>Partly</p>
            <p>Are the conclusions drawn adequately supported by the results?</p>
            <p>Partly</p>
            <p>Are sufficient details of methods and analysis provided to allow replication by others?</p>
            <p>Partly</p>
            <p>Reviewer Expertise:</p>
            <p>gamification technologies</p>
            <p>I confirm that I have read this submission and believe that I have an appropriate level of expertise to confirm that it is of an acceptable scientific standard, however I have significant reservations, as outlined above.</p>
        </body>
        <sub-article article-type="response" id="comment15710-461980">
            <front-stub>
                <contrib-group>
                    <contrib contrib-type="author">
                        <name>
                            <surname>Alpian</surname>
                            <given-names>Yayan</given-names>
                        </name>
                        <aff>Education, Universitas Buana Perjuangan Karawang, Karawang Regency, West Java, Indonesia</aff>
                    </contrib>
                </contrib-group>
                <author-notes>
                    <fn fn-type="conflict">
                        <p>
                            <bold>Competing interests: </bold>No competing interests were disclosed.</p>
                    </fn>
                </author-notes>
                <pub-date pub-type="epub">
                    <day>19</day>
                    <month>3</month>
                    <year>2026</year>
                </pub-date>
            </front-stub>
            <body>
                <p>Thank you to the reviewers for their valuable comments and suggestions. We have carefully revised the manuscript in response to the review reports. The main revisions include improvements to the introduction, clarification of the methods and statistical analysis, revision of tables and wording, and the addition of relevant references. A detailed point-by-point response to the reviewers&#x2019; comments has been prepared and uploaded separately where applicable.</p>
            </body>
        </sub-article>
    </sub-article>
</article>
