Gamifying Mathematics: A hermeneutic phenomenological study focused on Role-Playing Games in Linear Equations

Dilham Fardian, (1) Department of Mathematics Education, Universitas Pendidikan Indonesia, Indonesia. (2) Indonesian Didactical Design Research Development Center (PUSBANGDDRINDO), Universitas Pendidikan Indonesia, Indonesia, Indonesia
Tatang Herman, (1) Department of Mathematics Education, Universitas Pendidikan Indonesia, Indonesia. (2) Indonesian Didactical Design Research Development Center (PUSBANGDDRINDO), Universitas Pendidikan Indonesia, Indonesia, Indonesia
Didi Suryadi, (1) Department of Mathematics Education, Universitas Pendidikan Indonesia, Indonesia. (2) Indonesian Didactical Design Research Development Center (PUSBANGDDRINDO), Universitas Pendidikan Indonesia, Indonesia, Indonesia
Sufyani Prabawanto, (1) Department of Mathematics Education, Universitas Pendidikan Indonesia, Indonesia. (2) Indonesian Didactical Design Research Development Center (PUSBANGDDRINDO), Universitas Pendidikan Indonesia, Indonesia, Indonesia

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.

Keywords


Role-Playing Games; Technology; Hermeneutic phenomenology; Linear equation

References


Alabbasi, D. (2018). Exploring Teachers' Perspectives towards Using Gamification Techniques in Online Learning. Turkish Online Journal of Educational Technology-TOJET, 17(2), 34-45. https://eric.ed.gov/?id=EJ1176165

Andriyani, R., Saputra, N. N., & Baist, A. (2024). Role Play Game (RPG) to improve student problem solving skills. RANGE: Jurnal Pendidikan Matematika, 5(2), 120-131. https://doi.org/10.32938/jpm.Vol5.Iss2.6234

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamifcation improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Barwell, R. (2018). Some thoughts on a mathematics education for environmental sustainability. The philosophy of mathematics education today, 145-160. https://doi.org/10.1007/978-3-319-77760-3_9

Blatch-Jones, A., Nuttall, J., Bull, A., Worswick, L., Mullee, M., Peveler, R., ... & Griffiths, G. (2020). Using digital tools in the recruitment and retention in randomised controlled trials: survey of UK Clinical Trial Units and a qualitative study. Trials, 21, 1-11. https://doi.org/10.1186/s13063-020-04234-0

Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in human behavior, 28(3), 771-780. https://doi.org/10.1016/j.chb.2011.11.020

Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2021). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education, 1-22. https://doi.org/10.1007/s40692-021-00210-y

Cloete, A. L. (2017). Technology and education: Challenges and opportunities. HTS: Theological Studies, 73(3), 1-7. https://doi.org/10.4102/hts.v73i4.4589

Debón, A. H., Ferragud, D. R., López, S. E. M., Fernández, J. A. M., Ruiz, L. M. S., López, S. S., ... & Pérez, A. N. (2023). Game-based learning with role-playing elements using RPG Maker MZ. Modelling in Science Education and Learning, 16(1), 55-65. https://doi.org/10.4995/msel.2023.18975

Del-Blanco, Á., Torrente, J., Moreno-Ger, P., & Fernández-Manjón, B. (2010). Integrating adaptive games in student-centered virtual learning environments. International Journal of Distance Education Technologies (IJDET), 8(3), 1-15. https://doi.org/10.4018/jdet.2010070101

Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020

Escueta, M., Quan, V., Nickow, A. J., & Oreopoulos, P. (2017). Education technology: An evidence-based review. NBER Working Paper No. 23744. https://doi.org/10.3386/w23744

Fardian, D., Suryadi, D., Prabawanto, S., & Hayuningrat, S. (2024). Research trends on early algebra in the middle school: A combined bibliometric and meta-analysis review. Jurnal Elemen, 10(2), 410–440. https://doi.org/10.29408/jel.v10i2.25539

Fardian, D., & Dasari, D. (2023). The effects of problem-based learning on mathematical proficiency: A combined bibliometric analysis and meta-analysis review. Journal of Didactic Studies, 1(2), 99–113. https://doi.org/10.17509/jds.v1i2.65591

Flores, E. G. R., Montoya, M. S. R., & Mena, J. (2016). Challenge-based gamification and its impact in teaching mathematical modeling. In Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 771-776). https://doi.org/10.1145/3012430.3012605

Ge, X., & Ifenthaler, D. (2018). Designing engaging educational games and assessing engagement in game-based learning. In Gamification in education: Breakthroughs in research and practice (pp. 1-19). IGI Global. https://doi.org/10.4018/978-1-5225-5198-0.ch001

Guzdial, M., & Turns, J. (2000). Effective discussion through a computer-mediated anchored forum. The journal of the learning sciences, 9(4), 437-469. https://doi.org/10.1207/S15327809JLS0904_3

Hendriyanto, A., Suryadi, D., Sahara, S., Fardian, D., Pauji, I., & Muhaimin, L. H. (2024, October). From tools to thought partners: Optimizing technology as extended cognition for innovative didactic design. In AIP Conference Proceedings (Vol. 3220, No. 1). AIP Publishing. https://doi.org/10.1063/5.0234677

Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68, 1875-1901. https://doi.org/10.1007/s11423-020-09807-z

Ibrahim, R., Rahim, N. Z. A., Ten, D. W. H., Yusoff, R. C., Maarop, N., & Yaacob, S. (2018). Student’s opinions on online educational games for learning programming introductory. International Journal of Advanced Computer Science and Applications, 9(6). https://thesai.org/Publications/IJACSA

Jhurree, V. (2005). Technology integration in education in developing countries: Guidelines to policy makers. International Education Journal, 6(4), 467-483. http://www.iejcomparative.org

Khan, A., Ahmad, F. H., & Malik, M. M. (2017). Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference. Education and Information Technologies, 22, 2767-2804. https://doi.org/10.1007/s10639-017-9622-1

Krastev, G., & Voinohovska, V. (2016). Designing educational computer games to enhance teaching and learning. IOSR Journal of Computer Engineering (IOSR-JCE), 18(6), 01-10. https://doi.org/10.9790/0661-1806010110

Lailiyah, S., Kusaeri, K., Dina, A. M., Irmanila, E., & Nuryaningsih, P. D. (2023). Pengembangan media play mathematics with technology dalam melatihkan berpikir kritis dan pemecahan masalah siswa. PYTHAGORAS: Jurnal Matematika dan Pendidikan Matematika, 18(1). https://doi.org/10.21831/pythagoras.v18i1.50957

Lastuti, S. (2018). Pengembangan bahan ajar berbasis HOTS untuk meningkatkan kemampuan pemecahan masalah matematis mahasiswa. Kreano: Jurnal Matematika Kreatif-Inovatif, 9(2), 191–197. https://doi.org/10.15294/kreano.v9i2.16341

Lee, J. C. K. (2019). Teacher receptivity to curriculum change in the implementation stage: The case of environmental education in Hong Kong. In Curriculum and Environmental Education (pp. 350-370). Routledge.

Litster, K. & Moyer-Packenham, P. (2019). How the balance of gaming and mathematics elements effects student learning in digital math games. In K. Graziano (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2163-2172). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/207947/.

Mahamad, S., Ibrahim, M. N., & Taib, S. M. (2010). M-learning: A new paradigm of learning mathematics in Malaysia. arXiv preprint arXiv:1009.1170. https://doi.org/10.48550/arXiv.1009.1170

Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage.

National Council of Teachers of Mathematics (NCTM). (2000). Principles and standards for school mathematics. Reston, VA: NCTM.

Nurdyansyah, N., Rais, P., & Aini, Q. (2017). The role of education technology in mathematic of third grade students in MI ma’arif pademonegoro Sukodono. Madrosatuna: Journal of Islamic Elementary School, 1(1), 37-46. https://doi.org/10.21070/madrosatuna.v1i1.923

Pratama, L. D., & Setyaningrum, W. (2018). Game-Based Learning: The effects on student cognitive and affective aspects. In Journal of Physics: Conference Series (Vol. 1097, No. 1, p. 012123). IOP Publishing. https://doi.org/10.1088/1742-6596/1097/1/012123

Putri, A. D., Dadang Juandi, Al Jupri, Turmudi, & Muchsin, S. B. (2024). Mastering the TPACK framework: Innovative approaches by mathematics teachers. Jurnal Elemen, 10(3), 582–594. https://doi.org/10.29408/jel.v10i3.26311

Putri, A. D., Juandi, D., & Turmudi, T. (2024). Realistic mathematics education and mathematical literacy: a meta-analysis conducted on studies in Indonesia. Journal of Education and Learning (EduLearn), 18(4), 1468-1476. https://doi.org/10.11591/edulearn.v18i4.21650

Phonapichat, P., Wongwanich, S., & Sujiva, S. (2014). An analysis of elementary school students’ difficulties in mathematical problem solving. Procedia-social and behavioral sciences, 116, 3169-3174. https://doi.org/10.1016/j.sbspro.2014.01.728

Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. Journal of Applied and Advanced Research, 3(1), 33-35. https://dx.doi.org/10.21839/jaar.2018.v3S1.165

Salvatierra, A., Luy, C. A., Pérez, S. S., Huaman, A. E., Quispe, W. A., & Mercado, C. E. (2021). Gamification in the learning of mathematics in university students. International Journal of Early Childhood Special Education, 13(2), 444-454. https://doi.org/10.9756/INT-JECSE/V13I2.211081

Samudra, D. G., & Djuniadi, D. (2017). Implementasi hack and slash dalam sistem pertarungan game RPG Joko Tingkir. Edu Komputika Journal, 4(2), 45–52. https://doi.org/10.15294/edukomputika.v4i2.22494

Sánchez-Mena, A., & Martí-Parreño, J. (2017). Drivers and barriers to adopting gamification: Teachers’ perspectives. Electronic Journal of e-Learning, 15(5), pp434-443.

Satriawan, S., & Wutsqa, D. U. (2013). Keefektifan pembelajaran dengan sumber belajar interaktif berbasis komputer ditinjau dari motivasi dan prestasi belajar matematika. PYTHAGORAS Jurnal Pendidikan Matematika, 8(2), 193-203. https://doi.org/10.21831/pg.v8i2.8949

Selwyn, N. (2016). Is technology good for education? John Wiley & Sons.

Setyaningrum, W., Handayawati, P., Retnawati, H., Hidayati, K., Azizah, N. L., Ulfah, M., & Abdullah, A. H. (2023). Siapkah siswa smp menghadapi digital learning pada pembelajaran matematika?. PYTHAGORAS Jurnal Matematika dan Pendidikan Matematika, 18(2). https://doi.org/10.21831/pythagoras.v18i2.67292

Setyaningrum, W., Pratama, L. D., & Ali, M. B. (2018). Game-based learning in problem solving method: The effects on students’ achievement. International Journal on Emerging Mathematics Education, 2(2), 157. http://dx.doi.org/10.12928/ijeme.v2i2.10564

Smith, B. L., Woodhouse, M., Horowitz, K. A., Silverman, T. J., Zuboy, J., & Margolis, R. M. (2021). Photovoltaic (PV) module technologies: 2020 benchmark costs and technology evolution framework results (No. NREL/TP-7A40-78173). National Renewable Energy Lab.(NREL), Golden, CO (United States). https://doi.org/10.2172/1829459

Turnbull, D., Chugh, R., & Luck, J. (2021). Transitioning to E-Learning during the COVID-19 pandemic: How have Higher Education Institutions responded to the challenge? Education and Information Technologies, 26(5), 6401–6419. https://doi.org/10.1007/s10639-021-10633-w

Upadhyay, B. R. (2006). Using students' lived experiences in an urban science classroom: An elementary school teacher's thinking. Science Education, 90(1), 94-110. https://doi.org/10.1002/sce.20095

Van-Laar, E., Van-Deursen, A. J., Van-Dijk, J. A., & De-Haan, J. (2017). The relation between 21st-century skills and digital skills: A systematic literature review. Computers in human behavior, 72, 577-588. https://doi.org/10.1016/j.chb.2017.03.010

Whitton, N. (2012). The place of game‑based learning in an age of austerity. Electronic Journal of e-Learning, 10(2), pp249-256. http://www.ejel.org/

Yang, S., Lee, J. W., Kim, H. J., Kang, M., Chong, E., & Kim, E. M. (2021). Can an online educational game contribute to developing information literate citizens?. Computers & Education, 161, 104057. https://doi.org/10.1016/j.compedu.2020.104057




DOI: https://doi.org/10.21831/pythagoras.v19i1.74146

Refbacks

  • There are currently no refbacks.


PYTHAGORAS: Jurnal Matematika dan Pendidikan Matematika indexed by:


Creative Commons License Pythagoras is licensed under a Creative Commons Attribution 4.0 International License.
Based on a work at http://journal.uny.ac.id/index.php/pythagoras.

All rights reserved p-ISSN: 1978-4538 | e-ISSN: 2527-421X

Visitor Number:

View Pythagoras Stats