Joel I. Alvares
Nueva Ecija University of Science and Technology

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Generation Sustainability Strategy Through Gamification Learning: A Study of the Influence of Habits of Mind and Mathematics Interest on Decision-Making Ability Wasilatul Murtafiah; Ruina Nur Fitria; Restu Lusiana; Marheny Lukitasari; Nurcholif Diah Sri Lestari; Joel I. Alvares
Proceeding International Conference on Digital Education and Social Science Vol. 2 No. 1 (2024): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v2i1.95

Abstract

This research was motivated by students' lack of interest and response to learning mathematics. Based on findings in the field, it was found that students still considered mathematics a scourge and the most boring subject. This study aims to determine the influence of habits of mind and mathematics interest on students' decision making through gamification learning. This is a correlational research ex post facto quantitative approach using double linear regression. The data were obtained through questionnaires and tests. The research was conducted at SMKN 1 Geger, Madiun, East Java, with research subjects consisting of students of class XI Islamic Banking 1 and class XI Automation of Office Management 1. The results showed that habits of mind and mathematics interest significantly positively affected students' decision making in mathematics through gamification learning.
Integrating augmented reality with the e-IM3 structured thinking model to enhance problem-solving skills and learning interest in elementary spatial geometry Abas Maulana; Wasilatul Murtafiah; Jeffry Handhika; Joel I. Alvares
Jurnal Elemen Vol 11 No 4 (2025): October
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v11i4.32139

Abstract

This study addresses the need to improve fifth-grade students’ problem-solving skills and learning interest in spatial geometry—a topic often perceived as abstract and challenging—by developing an Augmented Reality (AR)-based instructional medium integrated with the e-IM3 (intelligent, meaningful, mindful, joyful) model. Grounded in the ADDIE framework, the research encompassed the analysis, design, development, implementation, and evaluation phases at SDN Kwadungan Lor, Ngawi, East Java. Initial analysis via diagnostic tests and teacher interviews confirmed low baseline performance and motivation levels. The resulting AR-e-IM3 media underwent expert validation and readability testing, achieving high validity scores (media: 3.79; problem-solving instrument: 3.42; and interest instrument: 3.98). A limited trial (n = 10) and a large-scale trial (n = 32) demonstrated strong practicality (88% and 84.5%, respectively). Effectiveness was evidenced by moderate N-Gain improvements in problem-solving skills (0.58 and 0.51) and learning interest (0.63 and 0.51). These findings indicate that the AR-e-IM3 integration successfully fosters engagement and meaningful learning, aligning with Generation Alpha’s digital learning preferences. This study underscores the potential of technology-enhanced affective–cognitive models in elementary mathematics education. The implications include the scalable adoption of such media to strengthen 21st-century competencies—particularly critical thinking, spatial reasoning, and intrinsic motivation—while supporting curriculum innovation in resource-constrained settings.