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Trends and Directions of Gamification Research in Mathematics: Systematic Literature Review I Ketut Lokasanti; Ketut Agustini; I Gde Wawan Sudatha; Anak Agung Adi Wiryya Putra
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4301

Abstract

Mathematics education plays a crucial role in equipping students with the skills necessary for the 21st century, such as critical thinking and problem-solving abilities. However, many students perceive mathematics as a challenging and tedious subject, which ultimately leads to a decline in their motivation and learning outcomes. Consequently, the application of gamification as an alternative method in mathematics instruction has demonstrated significant potential for enhancing student engagement and learning results. This research aims to investigate the impact of gamification in mathematics learning, as well as the trends associated with its implementation. Findings from prior studies indicate that gamification, whether digital or non-digital, can enhance motivation, reduce mathematics-related anxiety, and deepen the understanding of mathematical concepts. Digital educational games, along with the use of non-digital playing cards, have proven effective in improving student engagement and comprehension of mathematics across various educational levels. Adaptive learning systems that utilize artificial intelligence (AI) also exhibit substantial potential in providing personalized learning experiences tailored to the abilities of individual learners. This article examines 13 prominent journals selected following a rigorous elimination process utilizing the systematic literature review methodology. This process will occur from 2015 until 2025. The objective of this systematic approach is to evaluate and analyze pertinent, high-quality literature to enhance comprehension of the subject matter. The PRISMA approach is utilized to choose articles based on the established inclusion and exclusion criteria to get pertinent literature. Nevertheless, the challenges faced include the creation of gamification that is both more immersive and relevant to real-life contexts. Further research is required to explore the implementation of more pertinent gamification elements, such as challenges based on real-world situations and aspects of robotics, as well as the influence of social and emotional factors on the effectiveness of gamification in mathematics education. Thus, this study contributes to identifying the potential and shortcomings in the application of gamification within the field of mathematics education.
Ethno-Gamification Platform for Mathematics Learning Based on Balinese Local Wisdom Challenges I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Wayan Sukra Warpala
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 6 No. 8 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v6.i8.2026.14

Abstract

The gap between the abstraction of middle school mathematics material and the real-life challenges faced by students in Bali creates an urgent need to implement a pedagogical innovation that not only utilises technology but is also rooted in the local Balinese cultural context to reduce declines in learning motivation and math anxiety in middle school. The purpose of this research is to develop an Ethno-Gamification Platform as a medium for mathematics learning, based on the challenges of local Balinese wisdom, for junior high school students. This research is a development study using the Borg and Gall development model, modified into five main stages: research and field data collection, planning, design development, initial testing, and revision of initial testing. The research subjects were selected using the Purposive Sampling technique, which involved IT experts, education experts, IT education evaluators, teachers, and junior high school students in Bali. The data collection technique in this study employed a 5-point Likert-scale questionnaire. The data analysis technique applied is a quantitative descriptive approach, using a percentage calculation formula to categories the platform's level of validity and effectiveness. The research shows that the effectiveness of the Ethno-Gamification Platform for Mathematics Learning Based on Local Wisdom Challenges in Bali is 86.5%, categorising it as very effective. This research successfully developed the Ethno-Gamification Platform as a highly effective, innovative, and responsive medium for teaching mathematics based on local wisdom challenges in Bali for junior high school students.