Development of gamification for high school mathematics learning to encourage students’ interest in learning
Current technological developments cause learning to presently emphasize visual learning to attract students’ interest. The monotonous and less creative process of teaching and learning mathematics occasionally makes students tired and bored. Gamification in learning is an excellent innovation to in...
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creator | Musthofa, Akbar Fadel Dwiki Nurcahyo, Adi Setyono, Ikhsan Dwi Rejeki, Sri Ishartono, Naufal Suningsih, Ari |
description | Current technological developments cause learning to presently emphasize visual learning to attract students’ interest. The monotonous and less creative process of teaching and learning mathematics occasionally makes students tired and bored. Gamification in learning is an excellent innovation to increase students’ interest in learning. Gamification is a concept that adapts video games to learning methods. The aim of this study is to develop gamification-based mathematics learning media to engage students’ interest in mathematics learning. This research was conducted at Senior High School of Muhammadiyah 1 Klaten with Three-variable Linear Equation System for the students at their first year of Senior High School. The research used R&D method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This study used descriptive quantitative and descriptive qualitative data analysis techniques. The results of this study are as follows: material experts provide the score of assessment with an average percentage of 88% with a very feasible category to use, and media experts provide the score of assessment with an average percentage of 78% with a very feasible category to use. Students’ interest in the learning media "PETUALANGAN SPLTV" is 3.5 with “very interesting” criteria. To put it another way, the gamification developed in this study was deemed viable and excellent for application in mathematics instruction. |
doi_str_mv | 10.1063/5.0141608 |
format | Conference Proceeding |
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The monotonous and less creative process of teaching and learning mathematics occasionally makes students tired and bored. Gamification in learning is an excellent innovation to increase students’ interest in learning. Gamification is a concept that adapts video games to learning methods. The aim of this study is to develop gamification-based mathematics learning media to engage students’ interest in mathematics learning. This research was conducted at Senior High School of Muhammadiyah 1 Klaten with Three-variable Linear Equation System for the students at their first year of Senior High School. The research used R&D method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This study used descriptive quantitative and descriptive qualitative data analysis techniques. The results of this study are as follows: material experts provide the score of assessment with an average percentage of 88% with a very feasible category to use, and media experts provide the score of assessment with an average percentage of 78% with a very feasible category to use. Students’ interest in the learning media "PETUALANGAN SPLTV" is 3.5 with “very interesting” criteria. To put it another way, the gamification developed in this study was deemed viable and excellent for application in mathematics instruction.</description><identifier>ISSN: 0094-243X</identifier><identifier>EISSN: 1551-7616</identifier><identifier>DOI: 10.1063/5.0141608</identifier><identifier>CODEN: APCPCS</identifier><language>eng</language><publisher>Melville: American Institute of Physics</publisher><subject>Computer & video games ; Data analysis ; Gamification ; Learning ; Linear equations ; Mathematical analysis ; Mathematics ; Qualitative analysis ; Secondary schools ; Students</subject><ispartof>AIP conference proceedings, 2023, Vol.2727 (1)</ispartof><rights>Author(s)</rights><rights>2023 Author(s). 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The monotonous and less creative process of teaching and learning mathematics occasionally makes students tired and bored. Gamification in learning is an excellent innovation to increase students’ interest in learning. Gamification is a concept that adapts video games to learning methods. The aim of this study is to develop gamification-based mathematics learning media to engage students’ interest in mathematics learning. This research was conducted at Senior High School of Muhammadiyah 1 Klaten with Three-variable Linear Equation System for the students at their first year of Senior High School. The research used R&D method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This study used descriptive quantitative and descriptive qualitative data analysis techniques. The results of this study are as follows: material experts provide the score of assessment with an average percentage of 88% with a very feasible category to use, and media experts provide the score of assessment with an average percentage of 78% with a very feasible category to use. Students’ interest in the learning media "PETUALANGAN SPLTV" is 3.5 with “very interesting” criteria. 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The monotonous and less creative process of teaching and learning mathematics occasionally makes students tired and bored. Gamification in learning is an excellent innovation to increase students’ interest in learning. Gamification is a concept that adapts video games to learning methods. The aim of this study is to develop gamification-based mathematics learning media to engage students’ interest in mathematics learning. This research was conducted at Senior High School of Muhammadiyah 1 Klaten with Three-variable Linear Equation System for the students at their first year of Senior High School. The research used R&D method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). This study used descriptive quantitative and descriptive qualitative data analysis techniques. The results of this study are as follows: material experts provide the score of assessment with an average percentage of 88% with a very feasible category to use, and media experts provide the score of assessment with an average percentage of 78% with a very feasible category to use. Students’ interest in the learning media "PETUALANGAN SPLTV" is 3.5 with “very interesting” criteria. To put it another way, the gamification developed in this study was deemed viable and excellent for application in mathematics instruction.</abstract><cop>Melville</cop><pub>American Institute of Physics</pub><doi>10.1063/5.0141608</doi><tpages>10</tpages></addata></record> |
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subjects | Computer & video games Data analysis Gamification Learning Linear equations Mathematical analysis Mathematics Qualitative analysis Secondary schools Students |
title | Development of gamification for high school mathematics learning to encourage students’ interest in learning |
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