Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness

Artigo2023

Hamidah Suryani Lukman ORCID; Nur Agustiani ORCID; Ana Setiani ORCID

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Resumo

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 gamification- 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.

Dados da obra

Tipo
Artigo
Periódico
International Journal of Emerging Technologies in Learning (iJET), v. 18, n. 20, p. 4-22
Editora
kassel university press
Ano
2023 (2023-10-17)
Idioma
en
Palavras-chave
gamification; mathematics teaching materials; mathematical critical thinking; mathematical problem solving ability; junior high school students; instructional material validity; instructional material practicality; instructional material effectiveness; Islamic middle school
Temas
Resolução de Problemas
DOI
10.3991/ijet.v18i20.36189
ISSN
1863-0383, 1868-8799
Licença
cc-by
Acesso
Download disponível
Fontes
OpenAlex
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
LUKMAN, Hamidah Suryani; AGUSTIANI, Nur; SETIANI, Ana. Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness. International Journal of Emerging Technologies in Learning (iJET), v. 18, n. 20, p. 4-22, 2023. DOI: https://doi.org/10.3991/ijet.v18i20.36189.

APA

Lukman, H. S., Agustiani, N., & Setiani, A. (2023). Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness. International Journal of Emerging Technologies in Learning (iJET), 18(20), 4-22. https://doi.org/10.3991/ijet.v18i20.36189

BibTeX
@article{lukman2023,
  author = {Lukman, Hamidah Suryani and Agustiani, Nur and Setiani, Ana},
  title = {Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness},
  year = {2023},
  journal = {International Journal of Emerging Technologies in Learning (iJET)},
  volume = {18},
  number = {20},
  pages = {4-22},
  publisher = {kassel university press},
  doi = {10.3991/ijet.v18i20.36189},
  language = {en}
}
RIS
TY  - JOUR
AU  - Lukman, Hamidah Suryani
AU  - Agustiani, Nur
AU  - Setiani, Ana
TI  - Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness
PY  - 2023
JO  - International Journal of Emerging Technologies in Learning (iJET)
VL  - 18
IS  - 20
SP  - 4
EP  - 22
DO  - 10.3991/ijet.v18i20.36189
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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