Proceedings of the 5th International Conference on Education for All (ICEDUALL 5 2024)

Gamification: Role Playing Game-Based Learning Media to Improve Mathematics Learning Activities

Authors
Adi Nurcahyo1, *, Budi Murtiyasa1, Naufal Ishartono1, Sri Rejeki1, Tara Kamila Rahma2, Akbar Fadel Dwiki Musthofa3
1Universitas Muhammadiyah Surakarta, Surakarta, Indonesia
2Universitas Negeri Malang, Malang, Indonesia
3Universitas Negeri Surakarta, Surakarta, Indonesia
*Corresponding author. Email: an123@ums.ac.id
Corresponding Author
Adi Nurcahyo
Available Online 28 March 2025.
DOI
10.2991/978-2-38476-386-3_21How to use a DOI?
Keywords
Gamification; Role Playing Game; Learning Media; Mathematics Learning
Abstract

Low interest in learning mathematics among high school students is a common problem. Along with technological advances in the current era, the learning approach needs to be focused on the visual aspect in order to captivate students’ interest. Teachers are faced with the demand to not only be professional, but also utilize technological innovations in the learning process. Monotonous and less creative mathematics learning often makes students feel bored and unenthusiastic. Gamification is one strategy that can be used to increase interest in learning mathematics. The concept of gamification blends video game elements into learning methods. This research aims to develop gamification-based mathematics learning media to encourage student learning interest. This research was carried out at SMA Muhammadiyah 1 Klaten consisting of 20 students with material Three Variable Linear Equation System. This research uses research and development (R&D) methods with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The results showed that the gamification-based mathematics learning media developed was feasible and very good for use in mathematics learning. Material experts provide assessment scores with an average percentage of 88% with the category very worthy of use, media experts provide assessment scores with an average percentage of 78% with the category very worthy of use, and student interest in learning media of 3.5 with the criteria “Very Interested”. Therefore, gamification developed in this study is considered a feasible and very effective solution in improving mathematics learning.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 5th International Conference on Education for All (ICEDUALL 5 2024)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 March 2025
ISBN
978-2-38476-386-3
ISSN
2352-5398
DOI
10.2991/978-2-38476-386-3_21How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Adi Nurcahyo
AU  - Budi Murtiyasa
AU  - Naufal Ishartono
AU  - Sri Rejeki
AU  - Tara Kamila Rahma
AU  - Akbar Fadel Dwiki Musthofa
PY  - 2025
DA  - 2025/03/28
TI  - Gamification: Role Playing Game-Based Learning Media to Improve Mathematics Learning Activities
BT  - Proceedings of the 5th International Conference on Education for All (ICEDUALL 5 2024)
PB  - Atlantis Press
SP  - 316
EP  - 334
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-386-3_21
DO  - 10.2991/978-2-38476-386-3_21
ID  - Nurcahyo2025
ER  -