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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Hauptverfasser: Musthofa, Akbar Fadel Dwiki, Nurcahyo, Adi, Setyono, Ikhsan Dwi, Rejeki, Sri, Ishartono, Naufal, Suningsih, Ari
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container_volume 2727
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
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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&amp;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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source American Institute of Physics (AIP) Journals
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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