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
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  Data: Gamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness.
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  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>
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  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.
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  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>
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  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:
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        Value: 10.3991/ijet.v18i20.36189
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      – Code: eng
        Text: English
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      – 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.
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            NameFull: Lukman, Hamidah Suryani
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            NameFull: Agustiani, Nur
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            NameFull: Setiani, Ana
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            – D: 15
              M: 10
              Text: 2023
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