Gamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness.
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| Title: | Gamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness. |
|---|---|
| Authors: | Lukman, Hamidah Suryani1 hamidahsuryani@ummi.ac.id, Agustiani, Nur1 nuragustiani@ummi.ac.id, Setiani, Ana1 anasetiani361@ummi.ac.id |
| Source: | International Journal of Emerging Technologies in Learning. 2023, Vol. 18 Issue 20, p4-22. 19p. |
| Subject Terms: | *Teaching aids, *Junior high school students, *Word problems (Mathematics), *Learning, *Gamification, *Mathematical ability, Critical thinking ability testing |
| Company/Entity: | St. Louis-San Francisco Railway Co. |
| Abstract: | Gamification is a strategy for involving students by incorporating game elements into the learning process to improve specific abilities, involving students, optimizing learning, supporting behavior change, and socializing. This study aims to develop gamification-based mathematics teaching materials specifically designed to improve students' mathematical critical thinking and problem-solving abilities, as well as to test these products based on aspects of their validity, practicality, and effectiveness in the learning process in the classroom. The analysis, design, development, implementation, and evaluation (ADDIE) research and development model is used in this study. The sample used was 153 students from 3 junior high schools, namely Hayyatan Thoyyibah IT Middle School, Pelita YNH Middle School, and Tahfidz Qur'an Al-Fath Islamic Middle School, which were taken through the cluster random sampling technique. Data was collected through game validation sheets, FRISCO critical thinking ability test instruments, Krulik and Rudnick problem-solving ability test instruments, and student response sheets. Data were analyzed using a one-sample t-test, a two-sample paired t-test, and descriptive analysis. The results showed that gamifi- cation-based mathematics teaching materials met the valid, practical, and effective criteria for use in learning mathematics, significantly improving junior high school students' problem-solving abilities and critical mathematical thinking with moderate improvement categories. [ABSTRACT FROM AUTHOR] |
| Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 173030548 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Lukman%2C+Hamidah+Suryani%22">Lukman, Hamidah Suryani</searchLink><relatesTo>1</relatesTo><i> hamidahsuryani@ummi.ac.id</i><br /><searchLink fieldCode="AR" term="%22Agustiani%2C+Nur%22">Agustiani, Nur</searchLink><relatesTo>1</relatesTo><i> nuragustiani@ummi.ac.id</i><br /><searchLink fieldCode="AR" term="%22Setiani%2C+Ana%22">Setiani, Ana</searchLink><relatesTo>1</relatesTo><i> anasetiani361@ummi.ac.id</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Emerging+Technologies+in+Learning%22">International Journal of Emerging Technologies in Learning</searchLink>. 2023, Vol. 18 Issue 20, p4-22. 19p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Teaching+aids%22">Teaching aids</searchLink><br />*<searchLink fieldCode="DE" term="%22Junior+high+school+students%22">Junior high school students</searchLink><br />*<searchLink fieldCode="DE" term="%22Word+problems+%28Mathematics%29%22">Word problems (Mathematics)</searchLink><br />*<searchLink fieldCode="DE" term="%22Learning%22">Learning</searchLink><br />*<searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br />*<searchLink fieldCode="DE" term="%22Mathematical+ability%22">Mathematical ability</searchLink><br /><searchLink fieldCode="DE" term="%22Critical+thinking+ability+testing%22">Critical thinking ability testing</searchLink> – Name: SubjectCompany Label: Company/Entity Group: Su Data: <searchLink fieldCode="DE" term="%22St%2E+Louis-San+Francisco+Railway+Co%2E%22">St. Louis-San Francisco Railway Co.</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: Gamification is a strategy for involving students by incorporating game elements into the learning process to improve specific abilities, involving students, optimizing learning, supporting behavior change, and socializing. This study aims to develop gamification-based mathematics teaching materials specifically designed to improve students' mathematical critical thinking and problem-solving abilities, as well as to test these products based on aspects of their validity, practicality, and effectiveness in the learning process in the classroom. The analysis, design, development, implementation, and evaluation (ADDIE) research and development model is used in this study. The sample used was 153 students from 3 junior high schools, namely Hayyatan Thoyyibah IT Middle School, Pelita YNH Middle School, and Tahfidz Qur'an Al-Fath Islamic Middle School, which were taken through the cluster random sampling technique. Data was collected through game validation sheets, FRISCO critical thinking ability test instruments, Krulik and Rudnick problem-solving ability test instruments, and student response sheets. Data were analyzed using a one-sample t-test, a two-sample paired t-test, and descriptive analysis. The results showed that gamifi- cation-based mathematics teaching materials met the valid, practical, and effective criteria for use in learning mathematics, significantly improving junior high school students' problem-solving abilities and critical mathematical thinking with moderate improvement categories. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.3991/ijet.v18i20.36189 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 19 StartPage: 4 Subjects: – SubjectFull: Teaching aids Type: general – SubjectFull: Junior high school students Type: general – SubjectFull: Word problems (Mathematics) Type: general – SubjectFull: Learning Type: general – SubjectFull: Gamification Type: general – SubjectFull: Mathematical ability Type: general – SubjectFull: Critical thinking ability testing Type: general – SubjectFull: St. Louis-San Francisco Railway Co. Type: general Titles: – TitleFull: Gamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Lukman, Hamidah Suryani – PersonEntity: Name: NameFull: Agustiani, Nur – PersonEntity: Name: NameFull: Setiani, Ana IsPartOfRelationships: – BibEntity: Dates: – D: 15 M: 10 Text: 2023 Type: published Y: 2023 Identifiers: – Type: issn-print Value: 18630383 Numbering: – Type: volume Value: 18 – Type: issue Value: 20 Titles: – TitleFull: International Journal of Emerging Technologies in Learning Type: main |
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