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Fatin Nasywa Kirana
Department of Mathematics Education, Okayama University

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Improving Spatial Ability Using GeoGebra and Kahoot-Assisted Guided Discovery Learning Models Annisa Husnul Haq. MY; Yaya Sukjaya Kusumah; Fatin Nasywa Kirana
Jurnal Pendidikan MIPA Vol 27, No 2 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i2.pp960-975

Abstract

At the school level, the material presented in mathematics learning includes various types, such as geometry, statistics, algebra, and arithmetic. Among these branches, geometry particularly requires strong spatial abilities, as students are expected to visualize, interpret, and mentally manipulate objects. Students' spatial abilities remain relatively low. However, a literature review on spatial ability revealed a multiplicity of spatial taxonomies and analytical frameworks that lack convergence, presenting a confusing terrain for researchers to navigate. Spatial ability refers to an individual’s capacity to form, transform, represent, and recall non-verbal information that is visual or symbolic in nature. However, in practice, many students still demonstrate relatively low spatial skills, which can hinder their understanding of mathematical concepts and problem-solving processes. Therefore, innovative learning strategies and technological support are needed to help students improve these abilities. One alternative is to integrate interactive learning media, such as GeoGebra 3D Calculator and Kahoot, into mathematics instruction. This study aimed to analyze improvements in students’ spatial abilities through the implementation of the Guided Discovery Learning model, assisted by GeoGebra and Kahoot. The research employed a quantitative approach with a quasi-experimental design. The findings revealed that implementing the Guided Discovery Learning model, supported by GeoGebra and Kahoot, significantly improved students’ spatial abilities. The use of GeoGebra 3D Calculator enabled students to visualize three-dimensional mathematical objects more clearly, while Kahoot increased students’ engagement and motivation during the learning process through interactive activities. In addition, the guided discovery approach encouraged students to actively explore concepts, construct their own understanding, and develop critical thinking skills. Overall, the integration of guided discovery learning with interactive technology media positively affected not only students’ cognitive achievement but also their affective aspects, such as confidence, motivation, and reduced mathematics anxiety. Keywords: geogebra, guided discovery learning, spatial ability.
Development of RPG Maker-Based Games to Enhance Students' Mathematical Connections Alim Wicaksono; Al Jupri; Eyus Sudihartinih; Fatin Nasywa Kirana
Jurnal Pendidikan MIPA Vol 27, No 3 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i3.pp1589-1601

Abstract

Mathematics learning in schools often requires innovative approaches to make abstract concepts more concrete and engaging for students. In particular, digital game-based learning has emerged as an effective strategy for increasing motivation and deepening conceptual understanding. Mathematical connection is an important competency for understanding the relationships among mathematical ideas, concepts, and procedures; however, most students still struggle to apply this ability, especially when solving geometry problems. This research aims to develop learning media in the form of a game using RPG Maker to enhance students' mathematical connection abilities in geometric transformations. The educational game learning media was designed and developed using the ADDIE development model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Instruments included expert validation sheets, student response questionnaires, and pretest-posttest assessments to measure media validity, practicality, and effectiveness. The results show that the RPG Maker-based learning media is highly valid, with an average expert validation score of 87.0% from media experts and 86.0% from material experts. Students also rated the media as very practical, with an average score of 84.2%. Learning improvement from this media is evident in the increase in the average student score from 70.14 on the pretest to 89.17 on the posttest. Furthermore, the non-parametric Wilcoxon test confirmed a statistically significant difference (Z = -5.25, p < .001). This improvement is also supported by a large effect size (d = 3.63) and an average N-Gain of 0.57, which falls into the moderate category. These findings indicate that the RPG Maker-based learning media is valid, practical, and holds potential to enhance students' mathematical connection skills in geometry transformation learning, offering an engaging solution for abstract mathematical learning. Keywords: mathematical connections, geometric transformations, learning media, RPG maker, ADDIE model.