Wahyu Nur Hidayat, Tiara Amalia Putri, Nazhiroh Tahta Arsyillah, Muhammad Aslam Bahris, Hary Suswanto, Achmad Hamdan
The transition from the pandemic period to normal again requires adaptation to habits, one of which is in learning, which was previously carried out online, now the learning model is offline again. Students are accustomed to using gadgets in their daily lives. Even in the current conditions, although the situation returns to its original state, adaptation is needed, one of which is in the learning model and making learning media to support teaching and learning activities. So, we put forth in this study the hypothesis that gamification applied to mobile learning through Case Based Learning should facilitate students' comprehension of the subject matter, foster a sense of competition among them, and inspire them to learn. ADDIE stands for Analyze, Design, Develop, Implement, and Evaluate, and it is the acronym used in this study. The trial was carried out by material and media tests, small group tests, and field tests. Data analysis in this study used descriptive statistical tests and qualitative analysis. On the results of the UEQ questionnaire test, the Attractiveness scale obtained a score of 1.60, the Perspicuity scale obtained a score of 2.00, the Efficiency scale obtained a score of 1.61, the Dependability scale obtained a score of 1.00, the Stimulation scale obtained a score of 1.14, and the Novelty scale obtained score 0.90. The design improvement solution demonstrated improvement over the initial evaluation and received a favorable score on the UEQ questionnaire testing. It is anticipated that the creation of mobile learning applications would provide students with accessible, real-world mathematical learning resources that they may utilize at any time and from any location. © 2023 IEEE.
Universitas Negeri Malang, Department of Electrical Engineering and Informatics, Malang, Indonesia