RME-Based Gamification on Students’ Motivation And Learning Outcomes

This research aims to explore the impact of RME (Realistic Mathematics Education)-based gamification in mathematics learning on student motivation and learning outcomes in elementary schools. The method used is qualitative research with a case study approach in several elementary schools that apply gamification in mathematics learning. Data was collected through interviews, observation, analysis of documents, and FGDs. The research results show that the application of RME-based gamification can increase students' motivation in taking mathematics lessons. Game elements, such as points, levels, and badges, successfully create a fun atmosphere, which motivates students to be more active and enthusiastic in learning. In addition, there was a significant increase in student learning outcomes, especially in problem-solving abilities involving the application of mathematical concepts in real life. However, challenges in implementation, such as limited resources and time, as well as the need for training for teachers, were discovered during the research. Overall, RME-based gamification has proven to be effective in increasing motivation and mathematics learning outcomes and can be an interesting and relevant alternative approach to mathematics learning in elementary schools. This research suggests that teachers should be given sufficient training and schools should provide resources that support the implementation of gamification in learning.

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Publication Details

Journal
Proceedings of International Conference on Education
Published
2025-06-27
DOI
https://doi.org/10.32672/pice.v3i1.3501
Primary Topic
Technology-Enhanced Education Studies
Type
article
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article

RME-Based Gamification on Students’ Motivation And Learning Outcomes

Rahmi Hayati, Edi Syahputra, Edy Surya
Proceedings of International Conference on Education
Technology-Enhanced Education Studies
article

RME-Based Gamification on Students’ Motivation And Learning Outcomes

Rahmi Hayati, Edi Syahputra, Edy Surya
article en

Abstract

This research aims to explore the impact of RME (Realistic Mathematics Education)-based gamification in mathematics learning on student motivation and learning outcomes in elementary schools. The method used is qualitative research with a case study approach in several elementary schools that apply gamification in mathematics learning. Data was collected through interviews, observation, analysis of documents, and FGDs. The research results show that the application of RME-based gamification can increase students' motivation in taking mathematics lessons. Game elements, such as points, levels, and badges, successfully create a fun atmosphere, which motivates students to be more active and enthusiastic in learning. In addition, there was a significant increase in student learning outcomes, especially in problem-solving abilities involving the application of mathematical concepts in real life. However, challenges in implementation, such as limited resources and time, as well as the need for training for teachers, were discovered during the research. Overall, RME-based gamification has proven to be effective in increasing motivation and mathematics learning outcomes and can be an interesting and relevant alternative approach to mathematics learning in elementary schools. This research suggests that teachers should be given sufficient training and schools should provide resources that support the implementation of gamification in learning.

Proceedings of International Conference on EducationVol. 3(1)
State University of Medan (ID), Universitas Almuslim (ID)
Openalex Percentile: Top 83%
Technology-Enhanced Education Studies
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