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