Visual Analysis and Interactivity of Board Games as an Innovation in Sequence and Series Learning: A Phenomenological Study of Junior High School Students

This study aims to analyze in-depth students' experiences using board games specifically designed for learning sequences and series at the junior high school level. This study adopted a phenomenological method to explore students' perceptions, motivations, and interactions during the learning process. The board game not only presents a summary of formulas and practice problems but also emphasizes visual aspects and interactivity as part of the media content integrated into the learning. Data were collected through participant observation, in-depth interviews, and student reflections after the board game learning session. The results showed that the attractive visual design and interactive elements of the board game increased enthusiasm, engagement, and a more meaningful understanding of social arithmetic concepts. Students felt more motivated and active in group discussions and were able to relate mathematics material to real-life situations through play. These findings emphasize the importance of innovative game-based learning media that emphasizes visual aspects and interactivity to create enjoyable and effective learning experiences.

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Publication Details

Journal
Delta-Phi Jurnal Pendidikan Matematika
Published
2024-12-30
DOI
https://doi.org/10.61650/dpjpm.v2i3.146
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Visual Analysis and Interactivity of Board Games as an Innovation in Sequence and Series Learning: A Phenomenological Study of Junior High School Students

Anurag Hazarika, Puji Astuti, Choirudin Choirudin
Delta-Phi Jurnal Pendidikan Matematika
Educational Games and Gamification
article

Visual Analysis and Interactivity of Board Games as an Innovation in Sequence and Series Learning: A Phenomenological Study of Junior High School Students

Anurag Hazarika, Puji Astuti, Choirudin Choirudin
article en

Abstract

This study aims to analyze in-depth students' experiences using board games specifically designed for learning sequences and series at the junior high school level. This study adopted a phenomenological method to explore students' perceptions, motivations, and interactions during the learning process. The board game not only presents a summary of formulas and practice problems but also emphasizes visual aspects and interactivity as part of the media content integrated into the learning. Data were collected through participant observation, in-depth interviews, and student reflections after the board game learning session. The results showed that the attractive visual design and interactive elements of the board game increased enthusiasm, engagement, and a more meaningful understanding of social arithmetic concepts. Students felt more motivated and active in group discussions and were able to relate mathematics material to real-life situations through play. These findings emphasize the importance of innovative game-based learning media that emphasizes visual aspects and interactivity to create enjoyable and effective learning experiences.

Delta-Phi Jurnal Pendidikan MatematikaVol. 2(3)
Tezpur University (IN), Lampung University (ID)
Openalex Percentile: Top 63%
Educational Games and Gamification
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