
A Literature Review on Gamification as an Interactive Approach in Mathematics Learning for Elementary School Students

(1) Universitas Malikussaleh, Aceh Utara, Indonesia
(2) Universitas Malikussaleh, Aceh Utara, Indonesia
(3) Universitas Malikussaleh, Aceh Utara, Indonesia

AbstractStudents' interest and involvement in mathematics learning, particularly at the elementary school level, is often low due to the nature of the material that is considered difficult and less interesting. The gamification approach, which integrates elements of play into learning, emerges as a potential strategy to increase students' motivation and understanding of mathematical concepts. This study aims to analyze the effectiveness of gamification in increasing learning interest and understanding of mathematics in elementary school students. This literature review was carried out by collecting, filtering, and analyzing various relevant previous research, using keywords such as "gamification", "elementaryschool mathematics learning", "student motivation", "educational technology", and "student collaboration". The results of the study show that the application of gamification in mathematics learning has a significant positive impact on student motivation and engagement, improves understanding of mathematical concepts, and facilitates collaborative skills. The implication of these findings is that educators should consider integrating technology-based gamification in the math curriculum, in order to create a learning experience that is more adaptive and relevant to students' needs.
KeywordsGamification; Elementary School Mathematics Learning; Student Motivation; Educational Technology; Student Collaboration
|
Article DOIDOI: https://doi.org/10.33122/ijtmer.v7i4.367 |
|
Article Metrics![]() ![]() |
Article PagesPages: 18-23 |
Full Text:PDF |
References
Alsadoon, E., Alkhawajah, A., & Suhaim, A. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8), e10249. https://doi.org/10.1016/j.heliyon.2022.e10249
Binsasi, E., Bano, E., & Salsinha, C. (2019). Permainan matematika sudoku di sekolah menangah atas katolik (smak) warta bhakti kefamenanu. Dedication Jurnal Pengabdian Masyarakat, 3(1), 1-6. https://doi.org/10.31537/dedication.v3i1.179
Choi, E. (2021). Demonstration of Gamification in Education for Understanding Artificial Intelligence Principles at Elementary School Level. İlköğretim Online, 20(3), 74. doi: 10.17051/ilkonline.2021.03.74.
Cunha, G. C. A., Barraqui, L. P., & Freitas, S. A. A. D. (2018). Evaluating the use of gamification in mathematics learning in primary school children. 2018 IEEE Frontiers in Education Conference (FIE). doi: 10.1109/FIE.2018.8658950.
Erdriani, D., Devita, D., & Marhayati, N. (2022). Sosialisasi permainan sudoku pada pembelajaran matematika untuk siswa smp negeri 8 padang. Nasyatuna: J. Pengabdi. Masy., 2(2), 1-5. https://doi.org/10.59174/nst.v2i2.57
Es-Sajjade, A. and Paas, F. (2020). Educational theories and computer game design: lessons from an experiment in elementary mathematics education. Educational Technology Research and Development, 68(5), 2685-2703. https://doi.org/10.1007/s11423-020-09799-w
Firdaus, F. M., Fadhli, R., & Abidin, Z. (2023). Promoting Collaborative Learning in Elementary Mathematics through the Use of Gamification Flipbooks: A Mixed-Methods Study. International Journal of Instruction. doi: 10.29333/iji.2023.16454a.
Hamdani, M. and Nurdin, E. (2020). Kemampuan koneksi matematis berdasarkan minat belajar siswa. Juring (Journal for Research in Mathematics Learning), 3(3), 275. https://doi.org/10.24014/juring.v3i3.10346
Hidayah, S., Sumarwiyah, A., Abdurrohim, H., Hasanah, F., & Hasan, Z. (2022). Pendampingan belajar matematika menggunakan media pembelajaran berbasis game android. Community Development Journal Jurnal Pengabdian Masyarakat, 3(2), 812-818. https://doi.org/10.31004/cdj.v3i2.4759
Hu, R., & Shang, J. J. (2018). Application of Gamification to Blended Learning in Elementary Math Instructional Design. In Lecture Notes in Computer Science (Vol. 10947, pp. 93-104). doi: 10.1007/978-3-319-94505-7_7.
İncikabı, L., Kepçeoğlu, İ., & Pektaş, M. (2019). Gamification of middle school mathematics and science., 301-316. https://doi.org/10.4018/978-1-7998-1479-5.ch016
Jagušt, T., Botički, I., Mornar, V., & So, H. (2017). Gamified Digital Math Lessons for Lower Primary School Students. 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI), 691-694. doi: 10.1109/IIAI-AAI.2017.17.
Kamalodeen, V., Ramsawak-Jodha, N., Figaro-Henry, S., Jaggernauth, S., & Dedovets, Z. (2021). Designing gamification for geometry in elementary schools: insights from the designers. Smart Learning Environments, 8(1). https://doi.org/10.1186/s40561-021-00181-8
Kim, J. and Castelli, D. (2021). Effects of gamification on behavioral change in education: a meta-analysis. International Journal of Environmental Research and Public Health, 18(7), 3550. https://doi.org/10.3390/ijerph18073550
Lee, J., Pyon, C., & Woo, J. (2023). Digital twin for math education: a study on the utilization of games and gamification for university mathematics education. Electronics, 12(15), 3207. https://doi.org/10.3390/electronics12153207
Liu, Q. (2023). Gamification in Primary School Mathematics Teaching. Journal of Education, Humanities and Social Sciences. doi: 10.54097/ehss.v22i.12493.
Liu, Y. (2023). Gamification teaching in mathematics subject as a guide for future teaching and learning. International Journal of Academic Research in Business and Social Sciences, 13(12). https://doi.org/10.6007/ijarbss/v13-i12/20342
Masfufah, S., Darminto, E., & Naqiyah, N. (2019). Parent Involvement in the Program for Developing of Children’s Emotional Social Values in Darussalam Kindergarten of Sugihwaras Sidoarjo. International Journal for Educational and Vocational Studies, 1(3). https://doi.org/10.29103/ijevs.v1i3.2116
Nautwima, J., Asa, A., & Nendongo, V. (2022). Integrating gamification into middle school mathematics curriculum: game-based learning approach in namibia. International Journal of Operations Management, 2(4), 7-19. https://doi.org/10.18775/ijom.2757-0509.2020.24.4001
Nurtanto, M., Kholifah, N., Ahdhianto, E., Samsudin, A., & Isnantyo, F. (2021). A review of gamification impact on student behavioural and learning outcomes. International Journal of Interactive Mobile Technologies (Ijim), 15(21), 22. https://doi.org/10.3991/ijim.v15i21.24381
Permata, C. and Kristanto, Y. (2020). Desain pembelajaran matematika berbasis gamifikasi untuk meningkatkan minat belajar siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279. https://doi.org/10.33603/jnpm.v4i2.3877
Rincón-Flores, E. and Santos-Guevara, B. (2021). Gamification during covid-19: promoting active learning and motivation in higher education. Australasian Journal of Educational Technology, 37(5), 43-60. https://doi.org/10.14742/ajet.7157
Rincón-Flores, E., Mena, J., & López-Camacho, E. (2022). Gamification as a teaching method to improve performance and motivation in tertiary education during covid-19: a research study from mexico. Education Sciences, 12(1), 49. https://doi.org/10.3390/educsci12010049
Rincón-Flores, E., Santos-Guevara, B., Martínez-Cardiel, L., Rodríguez-Rodríguez, N., Quintana-Cruz, H., & Matsuura-Sonoda, A. (2023). Gamit! icing on the cake for mathematics gamification. Sustainability, 15(3), 2334. https://doi.org/10.3390/su15032334
Sailer, M. and Sailer, M. (2020). Gamification of in‐class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75-90. https://doi.org/10.1111/bjet.12948
Sanabria, L. F. M., Vargas Ordoñez, L. M., & Hoyos, E. A. (2019). EDUMAT: gamified web tool for teaching elementary operations in primary school. Proceedings of the 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques. doi: 10.1145/3364138.3364153.
Sirait, E. (2016). Pengaruh minat belajar terhadap prestasi belajar matematika. Formatif Jurnal Ilmiah Pendidikan Mipa, 6(1). https://doi.org/10.30998/formatif.v6i1.750
Supriyadi, E. (2023). Gamification in mathematics education: a bibliometric analysis. International Journal on Teaching and Learning Mathematics, 4(1), 29-38. https://doi.org/10.18860/ijtlm.v5i1.17879
Syuhada, H. (2023). Pengembangan gamifikasi pada pelajaran matematika sd dengan metode addie untuk meningkatkan minat belajar siswa. Rabit Jurnal Teknologi Dan Sistem Informasi Univrab, 9(1), 1-14. https://doi.org/10.36341/rabit.v9i1.466
Tyaningsih, R., Hayati, L., Sarjana, K., Sridana, N., & Prayitno, S. (2022). Penerapan metode gamifikasi dalam meningkatkan motivasi belajar mahasiswa pada mata kuliah geometri analitik bidang melalui aplikasi kahoot. Griya Journal of Mathematics Education and Application, 2(2), 317-326. https://doi.org/10.29303/griya.v2i2.202
Wijayanti, N. (2021). Implementasi permainan dalam pembelajaran matematika di sekolah dasar. Cendekiawan, 3(1), 59-64. https://doi.org/10.35438/cendekiawan.v3i1.218
Yan, L. and Matore, M. (2023). Gamification trend in students’ mathematics learning through systematic literature review. International Journal of Academic Research in Progressive Education and Development, 12(1). https://doi.org/10.6007/ijarped/v12-i1/15732
Zainuddin, P. (2023). Usability of mathematics gamification among pre-diploma students. International Journal of Academic Research in Progressive Education and Development, 12(4). https://doi.org/10.6007/ijarped/v12-i4/19547
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 M Mursalin, Eri Saputra, Muhammad Ali