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ANALISIS LITERATUR TENTANG MEDIA PEMBELAJARAN BERBASIS DIGITAL DALAM MENINGKATKAN EFEKTIVITAS BELAJAR MATEMATIKA Prasetyo, Rizky Budi; Meiliasari, Meiliasari
Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Vol. 6 No. 1 (2025): Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistik
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/lb.v6i1.879

Abstract

This study analyzes the role of digital learning media in enhancing the effectiveness of mathematics learning using the Systematic Literature Review (SLR) method on 17 articles that meet the inclusion criteria: (1) published between 2018 and 2024, (2) containing empirical data on mathematics learning, and (3) discussing the use of digital media. Based on the selected and reviewed analysis, four types of digital learning media were identified: web-based media, applications and software, augmented reality (AR), and artificial intelligence (AI). Each type of media has its own characteristics and advantages that support the understanding of mathematical concepts in a more interactive and engaging way. The characteristics of effective learning media include interactivity, ease of access, visual appeal, and the ability to enhance students' interest and understanding. However, challenges such as infrastructure limitations, lack of teacher skills, and dependence on stable internet access hinder optimal implementation. Data analysis was conducted qualitatively and descriptively to identify factors that support and hinder the use of these media in mathematics education. In conclusion, digital learning media hold great potential to improve the quality of learning, provided they are supported by teacher training and adequate infrastructure development.
Pengembangan Desain Pembelajaran dengan Pendekatan Gamifikasi sebagai Strategi Menumbuhkan Motivasi Belajar Siswa Prasetyo, Rizky Budi; Aziz, Tian Abdul
YASIN Vol 5 No 5 (2025): OKTOBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i5.6582

Abstract

The low level of student motivation in learning matrix material in Grade XI of senior high school caused by the abstract nature of the topic and the use of conventional teaching methods forms the background of this study. The objective is to develop a gamification-based instructional design to enhance students’ learning motivation. This research adopts the Research and Development (R&D) method using the Four-D model (Define, Design, Develop, Disseminate), limited to the Develop stage. The research subjects consisted of 24 Grade XI students. Data were collected through a learning motivation questionnaire based on the ARCS model (Attention, Relevance, Confidence, Satisfaction) and validated using the V-Aiken index. The findings indicate that the gamification-based instructional design is valid and feasible for use. A limited trial showed that this approach is effective in fostering learning motivation, with 75% of students expressing a positive response toward the model. The study provides important implications for teachers in integrating gamification elements as an interactive teaching strategy to enhance student engagement in mathematics learning.
Systematic Literature Review: Gamification as a Strategy to Enhance Motivation in Learning Mathematics Prasetyo, Rizky Budi; Meiliasari
Jurnal Riset Pendidikan dan Inovasi Pembelajaran Matematika Vol. 9 No. 1 (2025): JRPIPM SEPTEMBER 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jrpipm.v9n1.p88-100

Abstract

This study aims to identify and analyze the implementation of gamification in mathematics learning as a strategy to enhance students' learning motivation. The method used is a Systematic Literature Review (SLR) with the SALSA approach (Search, Appraisal, Synthesis, and Analysis) to obtain a comprehensive and systematic synthesis of findings. A total of 17 scholarly articles published between 2015 and 2025 were analyzed based on four main focuses: the effectiveness of gamification, implementation challenges, types of learning media used, and gamification components that contribute to increased learning motivation. The analysis results show that gamification generally has a positive impact on learning motivation in the context of mathematics education. The application of elements such as points, levels, badges, leaderboards, challenges, immediate feedback, and visual narratives has been proven to enhance students’ attention, self-confidence, engagement, and learning satisfaction. However, the effectiveness of this strategy highly depends on the learning context, student characteristics, types of media used, and the quality of gamification design. Identified challenges include infrastructure limitations, low teacher competence in educational technology, misalignment of materials with the curriculum, and potential social and psychological impacts from the competitive systems implemented.