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Contact Name
Andrian Saputra
Contact Email
andriansaputra@fkip.unila.ac.id
Phone
+6285768233166
Journal Mail Official
jpmipa@fkip.unila.ac.id
Editorial Address
FKIP Universitas Lampung Jl. Prof. Dr. Ir. Sumantri Brojonegoro, Gedong Meneng, Kec. Rajabasa, Kota Bandar Lampung
Location
Kota bandar lampung,
Lampung
INDONESIA
Jurnal Pendidikan MIPA
Published by Universitas Lampung
ISSN : 14112531     EISSN : 26855488     DOI : http://doi.org/10.23960/jpmipa
Core Subject : Education,
Jurnal Pendidikan MIPA (JPMIPA) focused on mathematics education, science education, and the use of technology in the educational field. In more detail, the scope of interest are, but not limited to: STEM/STEAM Education Environmental and Sustainability Education Scientific Literacy Computer-based Education and Digital Competence Higher Order Thinking Skills Multicultural and Inclusive Education Attitude towards Mathematics and Science Learning Models, Methods, Strategies of Math & Science Learning Virtual and Blended Learning Teacher Education
Articles 1 Documents
Search results for "The Effectiveness of Problem Based Learning Aided by Gamification Teaching Materials on Students" : 1 Documents clear
The Effectiveness of Problem Based Learning Aided by Gamification Teaching Materials on Students' Mathematical Problem Solving Ability Ambarwati, Riyama; Febriana, Anita; Anggoro, Bambang Sri; Putra, Rizki Wahyu Yunian
Jurnal Pendidikan MIPA Vol 23, No 3 (2022): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

The low mathematical problem solving ability of junior high school students in Pringsewu, Lampung, Indonesia is because students understand the explanations given by the teacher and are less active during the learning process. The study was conducted to determine the differences in problem solving of students who follow the learning process using the PBL model using gamification teaching materials. The research uses quantitative methods with a quasi-experimental design type of research. The population used is junior high school students in Pringsewu, Lampung, Indonesia. The research sample used cluster random sampling technique. The data analysis used was one-way ANOVA analysis of variance with a significance level of 5% using SPSS which obtained a value of sig. <0.05 so H_0 is rejected, this indicates that there is an effect. After conducting a further test in the form of a Scheffe test, it can be concluded that there is an effect of the PBL learning model using gamification teaching materials on students' mathematical problem solving abilities. Keywords: problem based learning, gamification, mathematical problem solving ability. DOI: http://dx.doi.org/10.23960/jpmipa/v23i3.pp1278-1285

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