Prisma Sains Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram,
Год журнала:
2024,
Номер
12(2), С. 296 - 296
Опубликована: Март 31, 2024
The
development
of
technology
today
has
a
great
influence
on
human
life.
This
also
includes
the
use
in
education,
such
as
utilization
learning
media
connected
to
information
technology.
research
was
conducted
validate
form
Android
applications
with
help
iSpring
Suite
Pythagorean
Theorem
material.
method
used
is
RnD
by
applying
ADDIE
model.
subjects
consisted
3
experts,
one
practitioner,
and
5
grade
VIII
students.
Data
collection
involved
qualitative
quantitative
data.
results
analysis
showed
that
experts
gave
an
average
assessment
92.09%
category
"Very
Valid."
Trials
practitioners
small
groups
Valid"
90%.
Overall,
it
can
be
concluded
Android-based
appropriate
effective
achieving
objectives.
With
this
been
proven
valid
effective,
interesting
alternative
improve
quality
mathematics
classroom.
Integrating
provide
more
interactive
experience
for
Thus,
study
make
positive
contribution
answering
challenges
education
digital
era,
enriching
methods,
increasing
attractiveness
materials.
International Journal of Information and Education Technology,
Год журнала:
2025,
Номер
15(1), С. 49 - 58
Опубликована: Янв. 1, 2025
This
research
introduces
Game-D,
an
innovative
educational
game
designed
to
facilitate
learning
about
straightline
motion
through
interaction
with
a
line-following
robot.
Grounded
in
constructivist
theory,
Game-D
employs
gamification
principles
enhance
students’
understanding
and
retention
of
fundamental
concepts
robotics
physics.
Using
R&D
approach
the
ADDIE
model
(Analysis,
Design,
Development,
Implementation,
Evaluation),
underwent
series
design
testing
phases
ensure
alignment
objectives
user
preferences.
The
sample
this
study
consisted
34
students
from
Science
Education
program,
Faculty
Teacher
Training
Education,
Trunojoyo
University,
Madura,
Indonesia.
Analysis
results
indicate
that
meets
high
standards
validity
reliability,
average
score
88.25%,
categorized
as
very
valid,
practicality
87.3%,
practical.
Additionally,
effectiveness
test
yielded
86.25%,
categorizing
effective.
These
findings
demonstrate
Game-
D
is
highly
practical,
effective
medium
for
straight-line
motion.
confirms
integrating
robot
into
can
improve
quality
learning,
providing
viable
tool
support
process.
media
showed
significantly
improved
conceptual
understanding,
active
student
engagement
motivation.
underscores
role
supporting
fostering
dynamic
interactive
environment
successful
education.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2023,
Номер
17(01), С. 4 - 21
Опубликована: Янв. 10, 2023
One
of
the
difficulties
in
physics
learning
is
low
motivation
to
learn
because
materials
are
considered
complex,
boring,
and
abstract
for
students.
Therefore,
this
research
developed
an
Augmented
Reality
(AR)-integrated
game
application
"Adventuring
Physics"
based
on
android
that
can
create
more
fun
provide
concept
visualization
so
they
become
easier
students
understand.
This
study
aims
develop
a
valid
practical
Adventuring
Physics
games
learning.
uses
Research
Development
(R&D)
design
application.
has
two
main
features:
'play
games'
'augmented
reality'.
Furthermore,
game's
adapted
materials.
Meanwhile,
AR
feature
visualizations
form
3D
image
projections
material.
The
results
validity
assessment
show
declared
valid,
feasible,
reliable.
In
addition,
practicality
very
practical.
Thus,
app
worth
applying
implications
as
motivate
physics,
apply
digital
technology
education,
it
Journal of Lifestyle and SDGs Review,
Год журнала:
2025,
Номер
5(2), С. e04567 - e04567
Опубликована: Янв. 15, 2025
Objectives:
This
study
investigates
how
gamification
and
game-based
learning
(GBL)
contribute
to
advancing
Sustainable
Development
Goal
4
(SDG
4)
by
fostering
inclusive,
equitable,
high-quality
education
in
mathematics.
Theoretical
Framework:
The
research
draws
on
constructivist
theories,
Self-Determination
Theory,
Flow
Theory
understand
the
mechanisms
through
which
educational
games
enhance
outcomes.
Method:
A
systematic
qualitative
synthesis
was
conducted,
analyzing
studies
published
between
2010
2023
across
databases
like
ERIC,
PsycINFO,
Scopus.
Key
themes
were
identified
thematic
coding,
supported
CASP
checklist
for
rigor.
Results
Discussion:
Findings
indicate
that
improves
student
engagement,
motivation,
achievement.
Gamification
elements
such
as
points
badges
significantly
experiences.
Emerging
technologies
VR
AI
further
amplify
effectiveness
of
approaches.
However,
challenges
remain
addressing
equity
technology
access
aligning
with
curricula.
Research
Implications:
review
underscores
potential
support
SDG
promoting
lifelong
skills,
reducing
disparities,
inclusivity.
Teacher
training
policy
reforms
are
critical
scale
these
approaches
effectively.
Originality/Value:
synthesizes
contemporary
findings
highlight
transformative
role
mathematics
education,
emphasizing
its
alignment
global
agenda
sustainable
equitable
education.
Delta-Phi Jurnal Pendidikan Matematika,
Год журнала:
2023,
Номер
1(1), С. 15 - 19
Опубликована: Апрель 30, 2023
The
world
of
human
education
can
be
studied
in
a
structured
and
well-supported
manner.
Because
learning
to
build
each
person's
personality.
Interest
is
the
tendency
observe
remember
various
activities.
Always
pay
attention,
followed
by
sense
fun,
interest,
desire,
concentration,
students'
understanding
mathematics.
Communication
interpreted
as
technique
conveying
messages
from
messenger
recipient
with
intention
expressing
or
informing
comment
orally
writing.
purpose
this
study
was
determine
relationship
between
interest
written
communication
skills
solving
realistic
mathematical
problems.
This
research
qualitative
descriptive
study.
Data
obtained
using
questionnaires
tests.
subjects
were
two
students
class
XI
MIPA.
steps
taken
are
through
WhatsApp
group
working
on
tests
individually.
researcher
identified
analyzed
answers
indicator
ability
write
communications
for
statement
question.
method
data
analysis
paper
tried
3
stages,
namely:
reduction,
presentation
drawing
conclusions.
results
show
that
math
problems
directly
proportional,
where
student
1's
still
low
his
classified
poor.
Student
2
has
moderate
abilities
also
namely
not
too
bad
good
Assyfa Learning Journal,
Год журнала:
2023,
Номер
1(2), С. 60 - 72
Опубликована: Июль 14, 2023
The
analysis
is
based
on
a
detailed
evaluation
of
primary
data
collected
through
case
studies,
questionnaires,
and
semi-structured
interviews
in
Senior
secondary
schools
Masingbi.
Mathematics
education
learning
explored
to
understand
the
issues
surrounding
Technology
integration.
This
study
shows
that
despite
perceived
advantages
integrated
teaching
methods,
there
are
barriers
closely
connected
teachers’
beliefs
at
work.
Most
educators
admitted
lack
ongoing
professional
training
programs
curriculum
expectations
as
among
factors
affect
their
attitudes
towards
respective
Teaching
schools.
Further
empirical
research
suggested
advance
exploration
role
subject
leaders
-integrated
methods.
provides
an
in-depth
own
practice
mathematics
teachers'
perceptions
integrating
into
teaching.
total
sample
size
respondents
was
sixty
(60),
both
simple
random
sampling
technique
used
develop
samples
Teachers
Pupils,
while
purposive
for
Principals
or
Heads
Schools
three
selected
senior
Masingbi
International Journal of Online and Biomedical Engineering (iJOE),
Год журнала:
2025,
Номер
21(01), С. 132 - 150
Опубликована: Янв. 16, 2025
This
study
addresses
the
challenge
of
enhancing
student
engagement
and
constructivist
skills
in
engineering
education
by
integrating
gamification
with
line-following
robots.
The
problem
arises
from
need
for
more
interactive
engaging
learning
experiences
technical
disciplines,
where
traditional
methods
often
fail
to
actively
involve
students
process.
To
tackle
this
challenge,
explores
how
gamification,
using
game
design
elements
non-game
contexts,
can
motivate
create
a
dynamic
environment.
main
objective
is
investigate
effectiveness
approach
promoting
engagement,
motivation
learn,
critical
thinking
skills,
solving,
collaboration,
which
are
all
core
theory.
research
employs
analysis,
design,
development,
implementation,
evaluation
(ADDIE)
model
as
framework,
quantitative
evaluate
both
validity
practicality.
was
conducted
at
Department
Electrical
Engineering,
Faculty
Universitas
Negeri
Yogyakarta,
Indonesia.
Data
collection
involved
expert
validation
media
specialists,
average
scores
0.90
0.89,
indicating
highly
valid
approach.
Practicality
assessments
educators
yielded
an
score
91.85%,
while
feedback
showed
rating
90.62%.
These
results
highlight
significant
potential
combining
robotics
enhance
context.
Future
should
long-term
effects
integration
explore
its
applicability
across
broader
educational
environments
age
groups.
Salud Ciencia y Tecnología,
Год журнала:
2025,
Номер
5, С. 1429 - 1429
Опубликована: Фев. 25, 2025
Introduction:
Kinematics
is
considered
as
difficult
material.
Learning
media
greatly
supports
the
achievement
of
learning
objectives.
Educational
games
have
been
proven
to
be
an
attraction
for
students
learn,
easy
use
in
learning.
However,
a
preliminary
study,
educational
games,
students'
conceptual
understanding
was
still
moderate
category.
While
presentation
material
with
multiple
representations
approach
has
make
it
easier
understand
science
concepts.
The
purpose
this
study
test
results
development
Game
Based
Multiple
Representations
(EGAMERASI)
improve
students’
and
motivation
learning.Methods:
This
experimental
testing
activity
using
EGAMERASI
on
limited
scale.
research
instruments
include
cognitive
ability
tests
student
questionnaires.
Data
analysis
used
descriptive
quantitative
determine
effectiveness
increasing
EGAMERASI,
ARCS
levels.Results:
are
1)
increase
average
high
category
effective
domains
knowledge,
understanding,
application,
analysis.
Moreover,
at
level
evaluation
synthesis
included
quite
effective,
3)
scores
attention
89%,
relevance
90%,
confidence
85%,
satisfaction
88%,
including
overall
87%.Conclusions:
All
indicators
were
responded
by
making
very
motivated