MATHEMATICAL LITERACY GAMIFICATION WORKSHOP USING ROLE PLAY GAME APPLICATION FOR TEACHERS AND STUDENTS

Zulkardi Zulkardi, Ratu Ilma Indra Putri, Surya Amami Pramuditya

Abstract


In the digital era, conventional teaching methods are often ineffective in enhancing student engagement and comprehension of mathematical concepts. Therefore, an innovative approach is needed to bridge the gap between educational needs and technological advancements. This workshop aims to improve mathematical literacy among teachers and students through the application of gamification supported by Role Play Game (RPG) applications. This approach is designed to create a more interactive, engaging, and relevant learning experience for the 21st century. The methods used in this workshop include planning, development, and evaluation stages. During the planning stage, participants are introduced to the concept of gamification and its application in mathematics education. In the development stage, participants receive training on designing and integrating RPG applications into teaching materials. Evaluation is conducted by analyzing participants' responses to the training provided in the workshop. The results of the workshop indicate that teachers find the gamification method using RPGs can create a more enjoyable and interactive learning environment. They acknowledge that this approach can enhance student participation, reduce boredom in learning mathematics, and facilitate the understanding of abstract concepts in a more concrete manner. Additionally, teachers acquire new skills in adapting technology to enhance teaching effectiveness.

Keywords


Gamification; Mathematical Literacy; Role Play Game (RPG); Interactive Learning; Technology in Education

References


Hamidah, I., Ilma, R., Putri, I., & Pramuditya, S. A. (2024a). How is the Implementation of Realistic Mathematics Education on Mathematical Literacy Skills ? A Systematic Literature Review. 13(3), 741–756. https://doi.org/10.31980/mosharafa.v13i3.2089

Hamidah, I., & Sadikin, H. (2024). Pelatihan Pembuatan Media LKS Interaktif Berbantuan Aplikasi Wizer.Me Untuk Guru-Guru SMP di Pondok Pesantren Modern Al-Muqoddas. ABJIS: Al-Bahjah Journal of Islamic Community Service, 1(1), 22–31. https://doi.org/10.61553/abjis.v1i1.43

Hamidah, I., Zulkardi, Putri, R. I. I., & Pramuditya, S. A. (2025). Developing a Mathematical Literacy Learning Environment for Students through Educational Game Assistance. Mathematics Education Journal, 19(1), 141–162. https://doi.org/10.22342/jpm.v19i1.pp141-162

Hamidah, I., Zulkardi, Z., Putri, R. I. I., Susanti, E., & Nusantara, D. S. (2024b). Hypothetical Learning Trajectory Design in Reflection Learning Using the Context of the Cirebon Red Mosque. Jurnal Pendidikan Matematika (JUPITEK), 7(1), 1–10. https://doi.org/10.30598/jupitekvol7iss1pp1-10

Imanizar, L., Napitupulu, N. L., & Manalu, S. (2021). Penerapan Role Playing pada Pembelajaran Matematika Sekolah Dasar. Jurnal Ilmiah Mahasiswa Pendidikan Matematika, 1(1), 41–46.

Nathaniel, V. (2023). Penerapan Gamifikasi Pada Proses Belajar Matematika untuk Anak Sekolah Dasar Untuk Meningkatkan Motivasi Belajar Siswa. Jurnal ICTEE, 3(2), 46–50. https://forms.gle/ondiba4RG27an4oy9

OECD. (2023). PISA 2022 Results. In Factsheets: Vol. II. https://www.oecd-ilibrary.org/education/pisa-2022-results-volume-i_53f23881-en%0Ahttps://www.oecd.org/publication/pisa-2022-results/country-notes/germany-1a2cf137/

Sibgatullin, I. R., Korzhuev, A. V., Khairullina, E. R., Sadykova, A. R., Baturina, R. V., & Chauzova, V. (2022). A Systematic Review on Algebraic Thinking in Education. Eurasia Journal of Mathematics, Science and Technology Education, 18(1), 1–15. https://doi.org/10.29333/EJMSTE/11486




DOI: https://doi.org/10.33373/jmb.v9i1.7560

Refbacks

  • There are currently no refbacks.


License URL: https://creativecommons.org/licenses/by/4.0/

Lisensi Creative Commons
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi 4.0 Internasional.