JURNAL AXIOMA : Jurnal Matematika dan Pembelajaran
Vol. 11 No. 1 (2026): Januari

Eksplorasi Permasalahan Kebutuhan Media Inovatif Sebagai Dasar Pengembangan Game Berbasis Gamifikasi

Oktaviana, Dwi (Unknown)
Susiaty, Utin Desy (Unknown)



Article Info

Publish Date
30 Jan 2026

Abstract

The objectives of this research are: 1) To describe various problems faced in learning fractions in Junior High School students, both from the perspective of teachers, students, and the learning process in general; 2) To describe the needs and expectations of teachers and students for more innovative, interactive, and fun learning media; 3) To formulate the initial characteristics of game-based learning media with a gamification approach that suits students' needs and is relevant for learning fractions. This research uses a qualitative approach with an exploratory case study type, with analysis according to Miles & Huberman. The results obtained are: 1) Students experience conceptual difficulties in understanding fraction material, procedural difficulties in completing fraction operations, and learning is still conventional and does not facilitate student activity; 2) There is a strong need for innovative technology-based learning media; 3) Gamification-based educational games have great potential to be developed as the main solution. Keywords: problem exploration, innovative media, gamification

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Journal Info

Abbrev

AXI

Publisher

Subject

Education Mathematics

Description

Tujuan adanya jurnal "AXIOMA" adalah sarana bagi pakar, dosen, praktisi pendidikan, peneliti ataupun penulis lainnya untuk mempublikasikan karyanya dalam bidang matematika dan pembelajaran. Khususnya bagi dosen melalui media publikasi ilmiah “AXIOMA” ini dihapkan dapat meningkatkan jumlah ...