Hidayatus Sholikhah
UIN K.H. Abdurrahman Wahid Pekalongan

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PERKEMBANGAN PEMBELAJARAN MATEMATIKA BERBASIS GAMIFIKASI DIGITAL UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH Aulia Zulfa Ramadhani; Anisah Shobihah; Hidayatus Sholikhah; Muhammad Fuad Zaka; Muhammad Rifqi Azizi
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 11 No. 4 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v11i4.3082

Abstract

This study aims to analyze the development of digital gamification-based mathematics instruction and its impact on enhancing students' problem-solving skills, particularly given that Indonesian students' numeracy performance in PISA and TIMSS remains well below the international average. A Systematic Literature Review (SLR) method was employed, examining 15 scholarly articles indexed in SINTA and Scopus and published between 2020 and 2025; the process involved formulating research questions, conducting a literature search, applying inclusion and exclusion criteria, assessing quality, and performing data collection and analysis. The findings indicate that Quizizz, Kahoot!, and Wordwall are the three most widely used digital gamification platforms in mathematics instruction. The implementation of gamification has been shown to positively influence learning motivation, student engagement, learning outcomes, and problem-solving abilities. However, implementation still faces various challenges, such as teachers' administrative burdens, limited digital infrastructure, and the risk of student over-reliance on reward systems, which could undermine long-term intrinsic motivation. Therefore, the implementation of digital gamification requires appropriate instructional planning, enhanced teacher competence, and supportive school policies to optimize mathematics learning across educational levels.