Alyssa Tyas Milani, Lucky Tri Oktoviana, Cholis Sa’dijah, Mochammad Hafiizh
The GDLC (Game Development Life Cycle) method was employed to develop Mathventure, integrating mathematics learning into metaverse technology on the Sandbox Inc. platform. This research aims to create an interactive educational game that enhances students' mathematical understanding through immersive virtual experiences. The game features adaptive difficulty levels, interactive problem-solving tasks, and metaverse integration to foster active learning. Beta-testing with media and subject matter experts yielded a feasibility score of 86.25%, while an appeal test with 10 ninth-grade students from SMPN in Cibinong resulted in an attractiveness score of 87%, categorizing Mathventure as "suitable" and "attractive". This study introduces a gamified learning model that merges mathematical problem-solving with metaverse-based interaction. Its scientific contributions include demonstrating the effectiveness of metaverse technology in mathematics education, applying GDLC in an educational context, and advancing digital learning innovations for middle school students. © 2025 American Institute of Physics Inc.. All rights reserved.
Department of Mathematics, Faculty of Mathematics and Natural Sciences, Universitas Negeri Malang, Malang, Indonesia