Integrating Gamification Into Remote Learning
IGI Global eBooks,
Год журнала:
2025,
Номер
unknown, С. 245 - 262
Опубликована: Март 14, 2025
The
present
investigation
strives
to
examine
the
impact
of
gamification
on
academic
achievement,
motivation,
and
learning
attitudes
in
5th-grade
mathematics
students.
study
was
conducted
experimentally
with
a
group
thirty
students
using
pre-test
post-test
strategy
over
four-week
duration.
gamified
treatment
engaging
technological
physical
activities,
challenges,
incentive
programs
incorporated
into
curriculum.
Findings
demonstrate
that
markedly
improves
students'
performance,
cultivates
favourably
affects
their
attitudes.
findings
indicate
integration
features
remote
settings
can
enhance
primary
education,
especially
mathematics.
Язык: Английский
Use of Digital Technology in Integrated Mathematics Education
Applied System Innovation,
Год журнала:
2024,
Номер
7(4), С. 66 - 66
Опубликована: Июль 26, 2024
Digital
learning
environments
create
a
dynamic
and
engaging
teaching
context
that
promotes
deeper
understanding
of
complex
concepts,
eases
the
process
fosters
passion
for
learning.
Moreover,
integrating
interactive
materials
into
pilot
courses
can
assist
teachers
in
better
assessing
student
adjusting
their
strategies
accordingly.
The
also
receive
valuable
insights
students’
strengths
weaknesses,
allowing
them
to
provide
targeted
support
intervention
when
needed.
For
students
from
defence
security
fields,
digital
realistic
simulations
virtual
training
scenarios
allow
practise
skills
controlled
safe
environment,
develop
hands-on
experience,
enhance
decision-making
abilities
without
need
real-world
exercises.
In
this
context,
purpose
paper
is
introduce
an
approach
solving
mathematical
problems
embedded
technical
within
fields
with
aid
technology
using
different
software
such
as
Python,
Matlab,
or
SolidWorks.
way,
visualise
abstract
experiment
scenarios,
instant
feedback
on
understanding.
At
same
time,
use
didactic
increase
interest
among
utilising
models
technologies
educational
process.
This
helps
reinforce
key
concepts
problem-solving
skills,
sparking
curiosity
creativity,
encouraging
active
participation
collaboration.
Throughout
development
proposal,
based
survey
analysis,
good
practices
are
presented,
advice
improvement
collected
while
having
wide
range
users
giving
feedback,
participating
discussions
testing
(pilot)
short-term
learning/teaching/training
activities.
Язык: Английский
Use of Digital Technology in Integrated Mathematics Education
Опубликована: Июнь 6, 2024
The
use
of
didactic
and
interactive
materials
is
essential
in
generating
interest
among
students
teachers
utilizing
mathematical
models
digital
technologies
for
the
educational
process.
These
create
a
dynamic
engaging
learning
environment
that
promotes
deeper
understanding
complex
concepts
fosters
passion
learning.
Additionally,
integrating
into
pilot
courses
can
assist
better
assessing
student
adjusting
teaching
strategies
accordingly
receive
valuable
insights
students'
strengths
weaknesses,
allowing
them
to
provide
targeted
support
intervention
when
needed.
In
this
context,
purpose
paper
introduce
an
approach
solving
mathematics
problems
embedded
technical
scenarios
within
defense
security
fields
with
aid
technology.
way,
visualize
abstract
concepts,
experiment
different
scenarios,
instant
feedback
on
their
understanding.
This
helps
reinforce
key
enhance
problem-solving
skills,
sparking
curiosity,
creativity,
encouraging
active
participation
collaboration.
Throughout
development
proposal,
good
practices
are
adopted,
advice
improvement
collected
while
having
wide
range
users,
giving
feedback,
discussions,
testing
(pilot)
short-term
learning/teaching/training
activities.
Язык: Английский
CRITICAL THINKING ABILITY OF JUNIOR HIGH SCHOOL STUDENTS IN GAME-BASED LEARNING USING GEMAS GAME
AKSIOMA Jurnal Program Studi Pendidikan Matematika,
Год журнала:
2024,
Номер
13(2), С. 485 - 485
Опубликована: Июнь 12, 2024
Games-based
learning
is
a
model
that
integrates
material
into
games
so
it
can
motivate
students
to
think
critically
when
solving
problems.
This
study
aims
review
the
critical
thinking
skills
of
junior
high
school
in
mathematics
applies
game-based
using
GEMAS
game.
research
uses
descriptive
analysis
method.
The
was
conducted
at
Tahfidz
Quran
Al-Fath
Islamic
Middle
School
with
29
class
IX
as
subjects;
2
subjects
were
taken
be
interviewed
about
results
their
answers
ability
test.
Subjects
selected
based
on
specific
considerations,
namely,
mathematical
abilities
and
those
low
abilities.
Data
collection
carried
out
test
interview
methods.
Based
results,
found
percentage
who
could
meet
according
FRISCO
(Focus,
Reason,
Inference,
Situasion,
Clarity,
dan
Overview)
criteria
increased
after
learning.
There
an
increase
skills,
both
Students
have
achieved
better
than
Pembelajaran
berbasis
merupakan
pembelajaran
yang
mengintegrasikan
materi
ke
dalam
permainan
(games)
sehingga
mampu
memotivasi
siswa
untuk
berpikir
kritis
menyelesaikan
masalah.
Penelitian
ini
bertujuan
meninjau
kemampuan
SMP
pada
matematika
menerapkan
game
menggunakan
GEMAS.
metode
analisis
deskriptif.
dilakasanakan
di
Islam
dengan
subjek
penelitian
kelas
IX,
diambil
diwawancara
mengenai
hasil
jawabannya
terhadap
tes
kritis.
Subjek
dipilih
berdasarkan
pertimbangan
tertentu,
yakni
memiliki
tinggi
kemmapuan
kurang.
Pengumpulan
data
dilakukan
wawancara.
Berdasarkan
analisis,
diperoleh
persentase
memenuhi
kriteria
meningkat
setelah
Terdapat
peningkatan
kritis,
baik
maupun
rendah.
Siswa
ketercapaian
lebih
dari
Development of ‘Equation Transformer Game Board’ to Enhance Thinking Skills
Studies in systems, decision and control,
Год журнала:
2024,
Номер
unknown, С. 865 - 874
Опубликована: Янв. 1, 2024
Язык: Английский
GAMIFIKASI BAHAN AJAR MATEMATIKA SMP: ANALISIS KEPRAKTISAN DAN EFEKTIVITAS TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS
AKSIOMA Jurnal Program Studi Pendidikan Matematika,
Год журнала:
2024,
Номер
13(1), С. 198 - 198
Опубликована: Март 21, 2024
Implementasi
pembelajaran
yang
menitikberatkan
pada
penguasaan
keterampilan
abad
21
dapat
dilakukan
melalui
teknik
Gamifikasi,
yaitu
penggunaan
elemen
desain
game
dalam
konteks
non-game
untuk
menarik
perhatian,
mengembangkan
karakter,
atau
memecahkan
masalah.
Beberapa
penelitian
sebelumnya
membuktikan
bahwa
gamifikasi
terbukti
meningkatkan
hasil
belajar
dan
motivasi
siswa.
Namun,
belum
ada
spesifik
terkait
bahan
ajar
matematika
memfasilitasi
peningkatan
kemampuan
berpikir
kritis
matematis
Oleh
karena
itu,
ini
bertujuan
berbasis
dirancang
khusus
siswa
SMP,
serta
menguji
produk
tersebut
berdasarkan
aspek
kepraktisan
efektivitasnya.
Model
pengembangan
ADDIE
digunakan
penelitian,
namun
artikel
langkah
dibahas
terbatas
dua
tahapan
terakhir,
Implementation
Evaluation
.
Sampel
tahap
berjumlah
153
dari
3
SMP
IT
Hayyatan
Thoyyibah,
Pelita
YNH,
Islam
Tahfidz
Qur'an
Al-Fath
diambil
cluster
random
sampling.
Data
dikumpulkan
instrumen
tes
FRISCO
lembar
respon
dianalisis
menggunakan
uji
t
satu
sampel,
sampel
berpasangan,
analisis
deskriptif.
Hasil
menunjukan
sudah
memenuhi
kriteria
praktis
efektif
matematika,
khusunya
dengan
kategori
sedang.