Development of Learning Media Gamification Based on Gamimath Android in Mathematics Learning for Elementary School

The application of technology in the learning process can be a creative innovation. The use of Gamimath is a strategic step that teachers can develop. The purpose of using Gamimath is to facilitate students learning while being able to increase student involvement in the learning process, Which combines the element of gamification with mathematics learning. Where The purpose of this study is to develop learning media assisted by the GAMIMATH application, especially in mathematics subjects, and provide convenience in the mathematics learning process for students so that no one will say mathematics is challenging to understand learning. This research and development (R&D) project consists of six stages: analysis, design, development, implementation, and evaluation. The subject of this research is PGMI students in the second semester of the Faculty of Islamic Religion, University of Muhammadiyah Ponorogo. The results of this research are that the game math application product has been produced. Based on the results of the validation test by the expert team, it received a score of 85 out of a maximum score of 90 with the category of very good and decent. In addition, during the test, the N-gain Score was 56, which means that the use of the Gamimath application has proven to be quite effective in Improving students' understanding of learning, such as solving problems related to mathematics, collaborating with friends in finding answers to the problems given by following each step in the existing application and solving the challenges given.

Authors

Institutions

Publication Details

Journal
Al-Bidayah Jurnal Pendidikan Dasar Islam
Published
2024-12-31
DOI
https://doi.org/10.14421/al-bidayah.v16i2.9585
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development of Learning Media Gamification Based on Gamimath Android in Mathematics Learning for Elementary School

Ayok Ariyanto, Sigit Dwi Laksana, Dirga Lestari, Anip Dwi Saputro
Al-Bidayah Jurnal Pendidikan Dasar Islam
Educational Methods and Media Use
article

Development of Learning Media Gamification Based on Gamimath Android in Mathematics Learning for Elementary School

Ayok Ariyanto, Sigit Dwi Laksana, Dirga Lestari, Anip Dwi Saputro
article en

Abstract

The application of technology in the learning process can be a creative innovation. The use of Gamimath is a strategic step that teachers can develop. The purpose of using Gamimath is to facilitate students learning while being able to increase student involvement in the learning process, Which combines the element of gamification with mathematics learning. Where The purpose of this study is to develop learning media assisted by the GAMIMATH application, especially in mathematics subjects, and provide convenience in the mathematics learning process for students so that no one will say mathematics is challenging to understand learning. This research and development (R&D) project consists of six stages: analysis, design, development, implementation, and evaluation. The subject of this research is PGMI students in the second semester of the Faculty of Islamic Religion, University of Muhammadiyah Ponorogo. The results of this research are that the game math application product has been produced. Based on the results of the validation test by the expert team, it received a score of 85 out of a maximum score of 90 with the category of very good and decent. In addition, during the test, the N-gain Score was 56, which means that the use of the Gamimath application has proven to be quite effective in Improving students' understanding of learning, such as solving problems related to mathematics, collaborating with friends in finding answers to the problems given by following each step in the existing application and solving the challenges given.

Al-Bidayah Jurnal Pendidikan Dasar IslamVol. 16(2)
Abdul Wali Khan University Mardan (PK), Muhammadiyah University of Ponorogo (ID)
Openalex Percentile: Top 55%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.