Jurnal Teknologi Informasi dan Pendidikan
Vol. 19 No. 2 (2026): Jurnal Teknologi Informasi dan Pendidikan

Development of the RAKHMATTRIX Gamification Platform Based on the Mystery Object Challenge

Rakhmat Witdiyanto (Universitas Negeri Malang)
Yayi Febdia Pradani (Universitas Negeri Malang)
Marsono Marsono (Universitas Negeri Malang)



Article Info

Publish Date
13 Jul 2026

Abstract

This study aimed to develop RAKHMATTRIX gamification media based on Mystery Object Challenge in Computer Aided Design (CAD) learning using the ADDIE development model. The research was conducted at SMK Muhammadiyah 1 Kepanjen for tenth-grade students in CAD learning. The developed media combines gamification elements, mystery box challenges, and blind design challenge activities to encourage students’ spatial visualization and creativity in creating 2D and 3D designs using Autodesk Inventor. The research stages consisted of analysis, design, development, implementation and evaluation. Data collection techniques included expert validation and students response questionnaires. Media validation was carried out by media experts and material experts to determine the RAKHMATTRIX gamification media obtained a very feasible category based on expert validation results. In addition, students responses indicated that the developed media was able to create a more interactive, interesting, and student-centered learning environment in CAD learning. Therefore, the RAKHMATTRIX gamification media is feasible to be used as a learning medium in CAD subjects.

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Journal Info

Abbrev

tip

Publisher

Subject

Computer Science & IT Control & Systems Engineering Education Engineering

Description

Jurnal Teknologi Informasi dan Pendidikan (JTIP) is a scientific journal managed by Universitas Negeri Padang and in collaboration with APTEKINDO, born from 2008. JTIP publishes scientific research articles that discuss all fields of computer science and all related to computers. JTIP is published ...