Sep 2026· Riemann: Research of Mathematics and Mathematics Education· Vol 8, pp. 882-893· 0 citations· 12 references
TL;DR
These findings demonstrate that the MDA-based gamified mobile learning application is highly suitable from both material and media aspects and can serve as an alternative learning medium to support calculus learning, particularly for integral topics.
Abstract
Learning integral topics in calculus courses is characterized by a high level of complexity, which often leads to low student motivation and limited engagement in the learning process. Gamification in mathematics education has been recognized as an effective approach to enhance learning interaction, particularly for abstract and procedural topics such as integrals; however, the application of a structured gamification framework, specifically mechanics, dynamics, and aesthetics (MDA), in mobile-based calculus learning remains limited. This study aims to develop an Android-based mobile learning application for integral topics by implementing the MDA gamification approach. The research employs the Software Development Life Cycle (SDLC) using the Waterfall model, which consists of requirement analysis, design, implementation, testing, and maintenance stages, involving 34 second-semester students of the Informatics Engineering Study Program as research subjects. The application was evaluated through black-box testing, functional testing, and expert validation. The validation results indicate that the application is categorized as very feasible, with an average score from material experts of 96% and a score from media experts of 95.65%. These findings demonstrate that the MDA-based gamified mobile learning application is highly suitable from both material and media aspects and can serve as an alternative learning medium to support calculus learning, particularly for integral topics.
The research resulted in Android-based educational game software that can serve as a supplementary learning tool, specifically for the Informatics subject, and developed and produced valid and practical educational game learning media.
Heri Mulyono, Reski Budiman, Bernediv Nurdin et al.· International journal of mul...· 0 citations
The developed module is feasible, practical, and effective as a learning resource to support differentiated learning and the implementation of the Merdeka Curriculum.
Siti Halimatus Sa'adah, Eva Dewi· ACADEMIA Jurnal Inovasi Rise...· 0 citations
This study aims to develop and examine the effectiveness of a Mobile Devices-based learning medium integrated with Problem Based Learning (PBL) to improve students' Computational Thinking Skills (CTS) in Informatics learning at SMP Negeri 21 Padang. The development followed the ADDIE model (Analysis, Design, Developmen...
Athriza Diana, Y. Hendriyani, T. Thamrin et al.· Jurnal Penelitian Pendidikan...· 0 citations
Multiplication learning in elementary schools often faces challenges due to the limited use of interactive learning media and low student engagement during instruction. This study aimed to develop an interactive multimedia integrated with gamification for multiplication learning at the elementary school level. The stud...
Daffa Haikal Rahman, Ubaidah· International Conferences on...· 0 citations
Findings reveal that student interest in mobile learning grows with technological advancements, students are generally satisfied with the user-friendly interface, and most find m-learning effective for education.
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