Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning

Artigo2025

Rahmi Hayati ORCID

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Resumo

This research aims to explore the impact of RME (Realistic Mathematics Education) - based gamification in mathematics learning on student motivation and learning outcomes in elementary schools. The method used is qualitative research with a case study approach in several elementary schools that apply gamification in mathematics learning. Data were collected through interviews, observation, and analysis of documents and FGDs. The research results show that the application of RME-based gamification can increase students’ motivation to take mathematics lessons. Game elements, such as points, levels, and badges, successfully create a fun atmosphere that motivates students to be more active and enthusiastic in learning. In addition, there was a significant increase in student learning outcomes, especially in problem-solving abilities involving the application of mathematical concepts in real life. However, challenges in implementation, such as limited resources and time, as well as the need for training for teachers, were discovered during the research. Overall, RME-based gamification has proven to be effective in increasing motivation and mathematics learning outcomes and can be an interesting and relevant alternative approach to mathematics learning in elementary schools. This research suggests that teachers should be given sufficient training and schools should provide resources that support the implementation of gamification in learning. The novelty in this research is the integrated gamification of the Acehnese culture combined with a realistic mathematical approach that addresses everyday problems close to the students’ environment. This gamification also functions to introduce the Acehnese culture to students and the public.

Dados da obra

Tipo
Artigo
Periódico
Journal of Hunan University Natural Sciences, n. Volume 52, Issue 2
Editora
Science Press
Ano
2025 (2025-03-31)
Idioma
en
Palavras-chave
gamification; Realistic Mathematics Education; mathematics learning; student motivation; learning outcomes; elementary school students; problem-solving skills; teacher professional development; Acehnese culture
Temas
Formação de Professores de Matemática, Resolução de Problemas
DOI
10.55463/issn.1674-2974.52.2.7
ISSN
1674-2974
Acesso
Download disponível
Fontes
OpenAlex
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
HAYATI, Rahmi. Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning. Journal of Hunan University Natural Sciences, n. Volume 52, Issue 2, 2025. DOI: https://doi.org/10.55463/issn.1674-2974.52.2.7.

APA

Hayati, R. (2025). Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning. Journal of Hunan University Natural Sciences. https://doi.org/10.55463/issn.1674-2974.52.2.7

BibTeX
@article{hayati2025,
  author = {Hayati, Rahmi},
  title = {Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning},
  year = {2025},
  journal = {Journal of Hunan University Natural Sciences},
  number = {Volume 52, Issue 2},
  publisher = {Science Press},
  doi = {10.55463/issn.1674-2974.52.2.7},
  language = {en}
}
RIS
TY  - JOUR
AU  - Hayati, Rahmi
TI  - Learning Revolution with Integrated Gamification Technology and Realistic Mathematics Education Models for Contextual and Interesting Learning
PY  - 2025
JO  - Journal of Hunan University Natural Sciences
IS  - Volume 52, Issue 2
DO  - 10.55463/issn.1674-2974.52.2.7
LA  - en
ER  - 

Referência gerada automaticamente a partir dos metadados das fontes; confira com o documento original. Baixar BibTeX · Baixar RIS

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