This study aims to analyze students’ needs for the development of gamification-based mathematics learning media in junior high schools (SMP). The study employed a qualitative descriptive approach involving 30 junior high school students as research participants. Data were collected using a Likert-scale questionnaire consisting of eight statements covering three indicators: the use of learning media, analysis of learning materials, and students’ interest in gamification. The results showed that students had a high need for learning media that are more engaging, interactive, and technology-based. A total of 75.8% of students strongly agreed that mathematics learning would be more interesting when supported by learning media, while 72.7% expressed a strong interest in using technology-based learning media. Regarding learning materials, 75.8% of students strongly agreed that mathematics is a difficult subject to understand, and 81.8% strongly agreed that they needed media to help them understand mathematical concepts. In terms of gamification, 81.8% of students strongly agreed that enjoyable learning could increase their enthusiasm for learning, while 78.8% strongly agreed that mathematics learning requires more engaging media innovations. These findings indicate that gamification-based learning media are highly relevant to students’ needs and can serve as a basis for developing mathematics learning media that are more interactive, enjoyable, and aligned with the characteristics of students in the digital era.
It was revealed that English learning was still dominated by conventional teacher-centered methods, causing students to become passive and less motivated in the learning process, and gamification-based learning media are considered relevant and feasible to improve students’ motivation, participation, and English learni...
Intan Gemelia Fau, Wirda Wiwik La Otje, Adiati Tomia et al.· Varied Knowledge Journal· 0 citations
This study aims to analyze the development needs of microlearning and gamification-based learning media at the Senior High/Vocational School (SMA/SMK) level. A descriptive quantitative approach was employed using a questionnaire instrument distributed to 32 respondents (teachers and students). The instrument consisted...
Sunarti Rasdin, N. H., Abdul Hakim et al.· Varied Knowledge Journal· 0 citations
This study aims to analyze the needs for developing webgame-based learning media integrated with the Discovery Learning model to improve students’ motivation and mathematics learning outcomes at the junior high school level. The research employed a Research and Development (R&D) approach using the ADDIE model, focusing...
Wirda Wiwik La Otje, Intan Gemelia Fau, Adiati Tomia et al.· Varied Knowledge Journal· 0 citations
ABSTRACT
The introduction of basic algorithms in elementary schools requires learning media that can promote active engagement and foster students’ creativity, while the use of interactive digital media based on gamification still needs to be optimized. This study aimed to develop gamification-based learning media for...
Tri Ramdani, Ita Fitriati, M. Muslim et al.· SCIENCE Jurnal Inovasi Pendi...· 0 citations
The media is designed not only to focus on the students' learning experience but also to assist teachers in developing their pedagogical competence regarding technology utilization, and is designed not only to focus on the students' learning experience but also to assist teachers in developing their pedagogical compete...
Basuki Basuki, A. Johan, Bagiya Bagiya et al.· Semantik· 0 citations
ABSTRACT
This study aims to examine and provide empirical evidence regarding the effect of utilizing Artificial Intelligence (AI) as a learning medium in accounting education on students’ financial management behavior, both directly and through financial literacy as a mediating variable. This study is important given...
Muhammad Ariel, Natasya Ramadhani Citra, Delima Sianipar et al.· SECONDARY: Jurnal Inovasi Pe...· 0 citations
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