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Article Details

Copyright Statement: This is an open access article licensed under a Creative Commons Attribution 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium, even commercially as long as the original work is properly cited.

Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement

Author 1: Sufa Atin
Author 2: Raihan Abdan Syakuran
Author 3: Irawan Afrianto

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Digital Object Identifier (DOI) : 10.14569/IJACSA.2022.0130765

Article Published in International Journal of Advanced Computer Science and Applications(IJACSA), Volume 13 Issue 7, 2022.

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Abstract: Mathematics is one of the main subjects in school. In some schools, the learning methods used are still using conventional methods, namely lectures and exercises. The main difficulty in learning mathematics is how to make the material presented more interesting so that it does not make students bored and easy to understand the material. The use of an attitude of interest in games that knows no age and the various advantages of games gives rise to a combination of learning mechanisms called gamification. Gamification is the process of applying game mechanics to non-game activities to increase user interactivity. Gamification in the m-learning mathematics application was developed using the Attention, Relevance, Confidence, and Satisfaction (ARCS) learning model and the octalysis framework gamification method. Gamification in this mathematics m-learning application applies a game strategy using a system of levels, missions, challenges, points, progress bars, leader boards, and badges. The results of this study indicate that this application can be used as an alternative medium for learning mathematics and student engagement with the result that gamification applied to the m-learning mathematics application can increase student interest by 35%, increase student motivation by 33%, and improve understanding 42% of students towards learning mathematics.

Keywords: Gamification; m-learning; mathematics; attention; relevance; confidence; and satisfaction (ARCS) model; octalysis framework; student engagement

Sufa Atin, Raihan Abdan Syakuran and Irawan Afrianto, “Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement” International Journal of Advanced Computer Science and Applications(IJACSA), 13(7), 2022. http://dx.doi.org/10.14569/IJACSA.2022.0130765

@article{Atin2022,
title = {Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement},
journal = {International Journal of Advanced Computer Science and Applications},
doi = {10.14569/IJACSA.2022.0130765},
url = {http://dx.doi.org/10.14569/IJACSA.2022.0130765},
year = {2022},
publisher = {The Science and Information Organization},
volume = {13},
number = {7},
author = {Sufa Atin and Raihan Abdan Syakuran and Irawan Afrianto}
}


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