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Analisis Kebutuhan Pengembangan Media Pembelajaran Berbasis Gamifikasi pada Mata Pelajaran Matematika di SMP

Aug 2026 · Varied Knowledge Journal · 0 citations

Abstract

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.

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