Gamifying Mathematics: A Hermeneutic Phenomenological Study Focused on Role-Playing Games in Linear Equations

The aim of this study is to investigate how the integration of technology, particularly games, in mathematics education serves as an innovation in mathematics learning. The focus of this research is on the integration of technology in mathematics education, particularly concerning the topic of algebra, specifically linear equations in one variable, using gamification media with the assistance of RPG Maker MV application. This research employs a hermeneutic phenomenological approach to understand the subjective meanings contained in individual experiences related to the use of gamification in a learning context. A total of 39 seventh-grade students and 2 educators from a public junior high school in Luwuk were selected as subjects for this study. The research utilized both test and non-test instruments. Data analysis followed the Miles and Huberman model, involving three stages, namely data reduction, data presentation, conclusion drawing. The results showed that the integration of technology, particularly the use of gamification in mathematics education, has received a positive response from students especially in the field of students' interest, collaboration, and motivation and serves as an innovation in mathematics learning. RPG games have great potential to be used as an interactive learning tools in the classroom because they contain various interesting features that support the psychological and cognitive development of students. Researchers are recommended to design a didactic design that integrate technology, ensuring that educational practices are both engaging and effective in enhancing students' learning experiences.

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Publication Details

Journal
PYTHAGORAS Jurnal Pendidikan Matematika
Published
2024-11-18
DOI
https://doi.org/10.21831/pythagoras.v19i1.74146
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Gamifying Mathematics: A Hermeneutic Phenomenological Study Focused on Role-Playing Games in Linear Equations

Didi Suryadi, Tatang Herman, Sufyani Prabawanto, Dilham Fardian
1 citations
PYTHAGORAS Jurnal Pendidikan Matematika
Educational Games and Gamification
0.79
article

Gamifying Mathematics: A Hermeneutic Phenomenological Study Focused on Role-Playing Games in Linear Equations

Didi Suryadi, Tatang Herman, Sufyani Prabawanto, Dilham Fardian
article en
1 citations

Abstract

The aim of this study is to investigate how the integration of technology, particularly games, in mathematics education serves as an innovation in mathematics learning. The focus of this research is on the integration of technology in mathematics education, particularly concerning the topic of algebra, specifically linear equations in one variable, using gamification media with the assistance of RPG Maker MV application. This research employs a hermeneutic phenomenological approach to understand the subjective meanings contained in individual experiences related to the use of gamification in a learning context. A total of 39 seventh-grade students and 2 educators from a public junior high school in Luwuk were selected as subjects for this study. The research utilized both test and non-test instruments. Data analysis followed the Miles and Huberman model, involving three stages, namely data reduction, data presentation, conclusion drawing. The results showed that the integration of technology, particularly the use of gamification in mathematics education, has received a positive response from students especially in the field of students' interest, collaboration, and motivation and serves as an innovation in mathematics learning. RPG games have great potential to be used as an interactive learning tools in the classroom because they contain various interesting features that support the psychological and cognitive development of students. Researchers are recommended to design a didactic design that integrate technology, ensuring that educational practices are both engaging and effective in enhancing students' learning experiences.

PYTHAGORAS Jurnal Pendidikan MatematikaVol. 19(1)
Indonesia University of Education (ID)
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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Gamifying Mathematics: A Hermeneutic Phenomenological Study Focused on Role-Playing Games in Linear Equations — Didi Suryadi, Tatang Herman, et al. · PYTHAGORAS Jurnal Pendidikan Matematika (2024) | TGRS Research Map | TGRS