Design Gamification Applications in Mathematics Learning Using Augmented Reality


Sugiman, FMIPA Matematika Design Gamification Applications in Mathematics Learning Using Augmented Reality. sasa.

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Abstract

Students grow up with digital technologies so that they have new attitudes and learning styles for learning. Gamification enhances the involvement of students with the material and problems encountered. In this papper, we reflect on the design of gamification experience in mathematics learning using augmented reality for helping students understand and solve real world problems. We focus on designing applications for game-based learning and solving real-world problems for learning environments. This study uses Research and Development (R&D) with the ADDIE model (analyze, design, develop, implement, and evaluate). This study focuses in analyze, design, and develop step. The result of this study is the first feature of the application is facilitating the students to measure the real-world object using digital measuring tools, the second feature of the application is facilitating the student to explore real world problems that accompanied by a virtual pet through augmented reality then get credits points for solving the problems and use the point to upgrage the virtual pet . The limitation of this study is the application needed a special operating system to operate properly, the device needed AR Core embedded device. Our finding that designing gamefy application needed careful consideration of game features to enhance the students’ involvement and intentive in mathematics learning with excitement.

Item Type: Article
Subjects: Q Science > Q Science (General)
Q Science > QA Mathematics
Fakultas: UNSPECIFIED
Depositing User: Repositori Dosen Unnes
Date Deposited: 14 Apr 2023 23:54
Last Modified: 15 Apr 2023 00:40
URI: http://lib.unnes.ac.id/id/eprint/57242

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