Sapti Wahyuningsih, Abd Qohar, Azizah, Asmianto, Noor Azean Atan
Gamification-based learning is increasing being used in practical learning as a way to increase student motivation and engagement. This study investigates the effect of challenge-based gamification on mathematics learning in SMP Laboratorium UM. The gamification elements studied are points & rewards and collaboration. Qualitative descriptive research design with as many as 70 participants of class 9 students of SMP Laboratorium UM. Instruments to measure motivation with elements of motivation were analyzed by measuring the Rasch model. The results of the analysis obtained Cronbach alpha 0.87, graph test information function and measure relative to item difficulty to observe the ideal model. The average results of the pretest and posttest for the three meetings are described on the graph. Qualitative descriptive of the elements of motivation, engagement and implementation of gamification elements are given in the graph. The implementation of gamification-based learning has a positive impact on students' motivation in learning mathematics at SMP Laboratorium UM. © 2024 Author(s).
Universitas Negeri Malang, Malang, Indonesia; UTM Malaysia, Johor Bahru, Malaysia