Development of Learning Media Gamification Based on Gamimath Android in Mathematics Learning for Elementary School
DOI:
https://doi.org/10.14421/al-bidayah.v16i2.9585Keywords:
android gamimath; gamification; learning media; math learningAbstract
The application of technology in the learning process can be a creative innovation. The use of Gamimath is a strategic step that teachers can develop. The purpose of using Gamimath is to facilitate students learning while being able to increase student involvement in the learning process, Which combines the element of gamification with mathematics learning. Where The purpose of this study is to develop learning media assisted by the GAMIMATH application, especially in mathematics subjects, and provide convenience in the mathematics learning process for students so that no one will say mathematics is challenging to understand learning. This research and development (R&D) project consists of six stages: analysis, design, development, implementation, and evaluation. The subject of this research is PGMI students in the second semester of the Faculty of Islamic Religion, University of Muhammadiyah Ponorogo. The results of this research are that the game math application product has been produced. Based on the results of the validation test by the expert team, it received a score of 85 out of a maximum score of 90 with the category of very good and decent. In addition, during the test, the N-gain Score was 56, which means that the use of the Gamimath application has proven to be quite effective in Improving students' understanding of learning, such as solving problems related to mathematics, collaborating with friends in finding answers to the problems given by following each step in the existing application and solving the challenges given.
Downloads
References
Abidin, S. R. Z., Noor, S. F. M., & Ashaari, N. S. (2019). Heuristic evaluation of serious game application for slow-reading students. International Journal of Advanced Computer Science and Applications, 10(7), 466–474. https://doi.org/10.14569/ijacsa.2019.0100764
Aguiar-Castillo, L., Clavijo-Rodriguez, A., Hernández-López, L., De Saa-Pérez, P., & Pérez-Jiménez, R. (2020). Gamification and deep learning approaches in higher education. Journal of Hospitality, Leisure, Sport and Tourism Education, xxxx. https://doi.org/10.1016/j.jhlste.2020.100290
Amelia, R., & Wibowo, A. M. (2024). The Development Of Blended Learning-Based Digital Teaching Materials On Kinematics For Islamic Primary Schools, Prospective Teachers In Science Learning. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 16(1), 91–112. https://doi.org/10.14421/al-bidayah.v16i1.9573
Ardhani, A. P. (2024). Keefektifan Penggunaan Media Anagram Dalam Pembelajaran Kosa Kata Bahasa Indonesia. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 3(1). https://doi.org/10.14421/al-bidayah.v3i1.8992
Arnab, S., & Clarke, S. (2017). Towards a trans-disciplinary methodology for a game-based intervention development process: Towards a trans-disciplinary methodology. Br J Educ Technol, 48(2), 279–312. https://doi.org/10.1111/bjet.12377
Bakhri, Z. M. (2023). Penggunaan Media Gamifikasi Berbasis Teknologi Aplikasi dalam Pembelajaran di Sekolah Luar Biasa (SLB). Atavisme, 53(9), 1–5. https://ojs.uvayabjm.ac.id/index.php/pahlawan/index
Baldeon, J., Puig, A., Santiago, I. R., & Lopes-Sanchez, M. (2015). Gamification of Elementary Math Learning : A Game Designer Role-Playing Experience With Kids. II International Workshop on Gamification in Education: GEducation 2015, February 2017.
Baran, E. (2014). A Review Of Research On Mobile Learning In Teacher Education. Educational Technology and Society, 17(4), 17–32.
Baydas, O., & Cicek, M. (2019). The Examination Of The Gamification Process In Undergraduate Education: A Scale Development Study. Technology, Pedagogy and Education, 28(3), 269–285. https://doi.org/10.1080/1475939X.2019.1580609
Bedregal-Alpaca, N., Sharhorodska, O., Jiménez-Gonzáles, L., & Arce-Apaza, R. (2020). A gamification experience and virtual reality in teaching astronomy in basic education. International Journal of Advanced Computer Science and Applications, 11(5), 513–521. https://doi.org/10.14569/IJACSA.2020.0110566
Belva Saskia Permana, Lutvia Ainun Hazizah, & Yusuf Tri Herlambang. (2024). Teknologi Pendidikan: Efektivitas Penggunaan Media Pembelajaran Berbasis Teknologi Di Era Digitalisasi. Khatulistiwa: Jurnal Pendidikan Dan Sosial Humaniora, 4(1), 19–28. https://doi.org/10.55606/khatulistiwa.v4i1.2702
Biloch, A., & Löfstedt, A. (2013). Gamification and Performance Management: A tool for driving competitiveness through employee engagement. 141.
Busarello, R. I., Fadel, L. M., Ulbricht, V. R., & Bieging, P. (2014). Construction parameters for hypermedia comics to learning based on the gamification concept. 9th International Conference on Design and Emotion 2014: The Colors of Care, 616–622.
Cabrera-Mejía, J. B., Martínez-Suárez, P. C., Ramírez-Coronel, A. A., Montánchez-Torres, M. L., Torracchi-Carrasco, E., & Castro-Ochoa, F. L. (2020). Analysis of problem-based learning impact on academic performance according to the forgotten(Fuzzy) effects theory. Archivos Venezolanos de Farmacologia y Terapeutica, 39(5), 651–659.
Dhir, A., Gahwaji, N. M., & Nyman, G. (2013). The role of the iPad in the hands of the learner. Journal of Universal Computer Science, 19(5), 706–727.
Dwi Laksana, S., Arif, Z., Ariyanto, A., & Saputro, A. D. (2024). Comic Strip Media as an Innovative Media for Adab Learning. Journal of Educational Technology and Instruction, 3(1), 79–877.
Dwi Putra, S., & Yasin, V. (2021). MDA Framework Approach for Gamification-Based Elementary Mathematics Learning Design. International Journal of Engineering, Science and Information Technology, 1(3), 35–39. https://doi.org/10.52088/ijesty.v1i3.83
Endah Retnowati, Yazid Fathoni, O. C. (2018). Mathematics Problem Solving Skill Acquisition: Learning By Problem Posing Or By Problem Solving. Jurnal Cakrawala Pendidikan, 37(1), 1–47. https://doi.org/https://doi.org/10.21831/cp.v37i1.18787
Faizah, A’yuni, K., & Al-Hakim, M. F. (2024). Development Of The Alibaba Media Game Assisted With The Make-A-Match Model In Arabic Language Learning To Improve The Vocabulary Mastery Of Class Iv Primary School Students. Journal of Education, 7(1), 55–65.
Fathurrahman, M. W., & Herdiani, A. (2024). Pemanfaatan Gamifikasi Learning Managament System Dengan MDA Framework Berdasarkan ARCS Model. 11(4), 4545–4557.
Fitriyanto, S. (2016). Peran Metakognisi Untuk Mendukung Kemampuan Pemecahan Masalah Dalam Pembelajaran Fisika. Prosiding Seminar Nasional Pendidikan, 377–386. http://eprints.umk.ac.id/270/1/53_-_64.PDF
Gharibi, R., & Malekzadeh, M. (2017). Gamified Incentives: A Badge Recommendation Model to Improve User Engagement in Social Networking Websites. International Journal of Advanced Computer Science and Applications, 8(5), 272–278. https://doi.org/10.14569/ijacsa.2017.080533
Gultom, S., . B., Ampera, D., Endriani, D., Jahidin, I., & Tanjung, S. (2022). Traditional Games in Cultural Literacy to Build the Character of Elementary School Students during the COVID-19 Pandemic. NeuroQuantology, 20(5), 704–712. https://doi.org/10.14704/nq.2022.20.5.nq22226
Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H., Hussin, N., ahmed, E., & Imran, M. (2019). Cloud-assisted gamification for education and learning – Recent advances and challenges. Computers and Electrical Engineering, 74, 22–34. https://doi.org/10.1016/j.compeleceng.2019.01.002
Hamzah, W. M. A. F. W., Ali, N. H., Saman, M. Y. M., Yusoff, M. H., & Yacob, A. (2015). Influence of gamification on students’ motivation in using E-learning applications based on the motivational design model. International Journal of Emerging Technologies in Learning, 10(2), 30–34. https://doi.org/10.3991/ijet.v10i1.4355
Handayani, T., Hamzah, A., & Saskia, D. (2021). Development Of Modified Domino Card Learning Media In Social Science Subjects On The Material Types Of Work For Grade Iii Students Of Madrasah Ibtidaiyah. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 13(2), 367–382. https://doi.org/10.14421/al-bidayah.v13i2.693
Hidayat, F., & Nizar, M. (2021). Model Addie (Analysis, Design, Development, Implementation and Evaluation) Dalam Pembelajaran Pendidikan Agama Islam. Jurnal Inovasi Pendidikan Agama Islam (JIPAI), 1(1), 28–38. https://doi.org/10.15575/jipai.v1i1.11042
Hidayati Rofiah, N., Sinta, T. N. A., & Dewi, R. (2024). Development Of Articulate Storyline Media For Enhancing Learning Outcomes In Natural And Social Sciences Among Elementary School Students. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 16(1), 19–40. https://doi.org/10.14421/al-bidayah.v16i1.9559
İDawati̇, İ., Setyosari̇, P., Kuswandi̇, D., & Ulfa, S. (2020). The Effects of Problem Solving Method and Cognitive Flexibility in Improving University Students’ Metacognitive Skills. Journal for the Education of Gifted Young Scientists, 657–680. https://doi.org/10.17478/jegys.652212
Jagust, T., Boticki, I., Mornar, V., & So, H. J. (2017). Gamified Digital Math Lessons for Lower Primary School Students. Proceedings - 2017 6th IIAI International Congress on Advanced Applied Informatics, IIAI-AAI 2017, 691–694. https://doi.org/10.1109/IIAI-AAI.2017.17
Khotimah, N. (n.d.). Hasil Wawancara Penelitian gamimath.
Kotob, M. M., & Ibrahim, A. (2019). Gamification: The Effect on Students’ Motivation and. 22.
Laksana, S. D. (2017). Improving The Quality Of Learning Mathematics Through Innovative Learning Media. Jurnal Pendidikan Dan Pengajaran Undiksha, 50(2), 79–85.
Laksana, S. D., Ariyanto, A., Tajab, M., Syam, A. R., & Sumaryanti, L. (2024). Comic Strip Media Assisted by Digital Gamification: Increasing Student Behavior Targets and User Engagement in the Learning Process. E3S Web of Conferences, 500. https://doi.org/10.1051/e3sconf/202450005006
Losenno, K. M., Muis, K. R., Munzar, B., Denton, C. A., & Perry, N. E. (2020). The dynamic roles of cognitive reappraisal and self-regulated learning during mathematics problem solving: A mixed methods investigation. Contemporary Educational Psychology, 61(April), 101869. https://doi.org/10.1016/j.cedpsych.2020.101869
Middleton, H. (2009). Problem-Solving In Technology Education As An Approach To Education For Sustainable Development. International Journal of Technology and Design Education, 19(2), 187–197. https://doi.org/10.1007/s10798-008-9075-3
Okpatrioka. (2023). Research And Development (R & D) Penelitian yang Inovatif dalam Pendidikan. Jurnal Pendidikan, Bahasa Dan Budaya, 1(1), 86–100.
Prasannakumar, S. (2018). Improving Working Memory in Science Learning through Effective Multisensory Integration Approach. International Journal Of Mind, Brain & Cognition, 9(1–2), 11.
Prawiradilaga, D. S. (2012). Wawasan Teknologi Pendidikan (1st ed.). Kencana Prenada Media Group.
Razami, H. H., & Ibrahim, R. (2021). Distance Education during COVID-19 Pandemic: The Perceptions and Preference of University Students in Malaysia Towards Online Learning. International Journal of Advanced Computer Science and Applications, 12(4), 118–126. https://doi.org/10.14569/IJACSA.2021.0120416
Rina, N., Suminar, J. R., Damayani, N. A., & Hafiar, H. (2020). Character Education Based On Digital Comic Media. International Journal of Interactive Mobile Technologies (IJIM), 14(03), 107. https://doi.org/10.3991/ijim.v14i03.12111
Sieckmann, F., Petrusch, N., & Kohl, H. (2020). Effectivity of Learning Factories to convey problem solving competencies. Procedia Manufacturing, 45(2019), 228–233. https://doi.org/10.1016/j.promfg.2020.04.099
Spector, J. M., Merrill, M. D., Elen, J., & Bishop, M. J. (Eds.). (2014). Handbook of {Research} on {Educational} {Communications} and {Technology}. Springer New York. https://doi.org/10.1007/978-1-4614-3185-5
Sri Suryanti, H. H., & Supeni, S. (2019). A problem based learning (PBL) model in developing students’ soft skills aspect. International Journal of Higher Education, 8(8), 62–69. https://doi.org/10.5430/ijhe.v8n8p62
Srimuliyani. (2023). Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas. Educare, 1(1), 30.
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268–286. https://doi.org/10.1111/jcal.12088
Sulistiyowati, E. (2024). Peran Blog Sebagai Media Pembelajaran di Madrasah Ibtidaiyah. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 3(2). https://doi.org/10.14421/al-bidayah.v3i2.8998
Tambunan, H. (2019). The Effectiveness of the Problem Solving Strategy and the Scientific Approach to Students’ Mathematical Capabilities in High Order Thinking Skills. International Electronic Journal of Mathematics Education, 14(2), 293–302. https://doi.org/10.29333/iejme/5715
Tang, J., & Zhang, P. (2019). Exploring the relationships between gamification and motivational needs in technology design. International Journal of Crowd Science, 3(1), 87–103. https://doi.org/10.1108/ijcs-09-2018-0025
Torang Siregar. (2023). Stages of Research and Development Model Research and Development (R&D). DIROSAT: Journal of Education, Social Sciences & Humanities, 1(4), 142–158. https://doi.org/10.58355/dirosat.v1i4.48
V., I., A., A., & V., V. (2015). Gamification, Virality and Retention in Educational Online Platform. International Journal of Advanced Computer Science and Applications, 6(4), 11–18. https://doi.org/10.14569/ijacsa.2015.060402
Wang, A. I., & Lieberoth, A. (2016). The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using kahoot! Proceedings of the European Conference on Games-Based Learning, 2016-Janua(October), 738–746.
Wijaya, E. Y., Sudjimat, D. A., & Nyoto, A. (2016). Transformasi Pendidikan Abad 21 Sebagai Tuntutan Pengembangan Sumber Daya Manusia di Era Global. Prosiding Seminar Nasional Pendidikan Matematika, 1, 263–278.
Yansen, D., Putri, R. I. I., Zulkardi, & Fatimah, S. (2019). Developing pisa-like mathematics problems on uncertainty and data using asian games football context. Journal on Mathematics Education, 10(1), 37–46. https://doi.org/10.22342/jme.10.1.5249.37-46
Yew, E. H. J., & Goh, K. (2016). Problem-Based Learning : An Overview of its Process and Impact on Learning. Health Professions Education, 2(2), 75–79. https://doi.org/10.1016/j.hpe.2016.01.004
Zhao, B., & Anas, N. (2023). Development Of A Learning Medium Based On Efas Traditional Game (Engklek Fun And Smart) To Improve Students’ Communication Ability In Thematic Learning. Al-Bidayah : Jurnal Pendidikan Dasar Islam, 15(1), 165–182. https://doi.org/10.14421/albidayah.v15i1.818
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Sigit Dwi Laksana, Anip Dwi Saputro, Ayok Ariyanto, Dirga Ayu Lestari
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors hold and retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
Al-Bidayah: jurnal pendidikan dasar Islam is openly accessible which means that all available content is freely accessible at no charge, either to the user or to his or her agency.
Users who are allowed to read, download, copy, distribute, print, search, or submit to the full text of the article should not seek permission from publishers or authors first with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.