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The Use of Gamification in Teaching and Learning Mathematics: A Meta-Synthesis

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  • Author(s): Angco, Robert Jay Naigar
  • Source:
    Jurnal Pendidikan Progresif; Vol 13, No 3 (2023): Jurnal Pendidikan Progresif; 943-954 ; 2550-1313 ; 2087-9849
  • Document Type:
    article in journal/newspaper
  • Language:
    English
  • Additional Information
    • Publication Information:
      Fakultas Keguruan dan Ilmu Pendidikan, Universitas Lampung
    • Publication Date:
      2023
    • Collection:
      Portal Jurnal Ilmiah FKIP Universitas Lampung (Fakultas Keguruan dan Ilmu Pendidikan)
    • Abstract:
      The Use of Gamification in Teaching and Learning Mathematics: A Meta-Synthesis. Objectives: This study aimed to explore and synthesize the use of gamification in teaching and learning mathematics. Methods: A meta-synthesis was used in this systematic review to focus on the use of gamification in teaching and learning mathematics. The final 13 articles in this study were developed using the Critical Appraisal Skills Programme (CASP) checklist and structured using the PRISMA 2020 flow diagram. Findings: Four themes emerged from the thematic analysis, namely: time element, positive attitude, collaboration and engagement, and feedback and assessment. A meta-theme emerged as Futures Thinking: Gamifying Mathematics Education for Engaged Learning. Conclusion: The findings provide significant insights for educators and curriculum designers looking for novel techniques to improve mathematics teaching and learning. It should be noted that the effectiveness of gamification in mathematics teaching and learning is dependent on the careful design and implementation of the gamified features.Keywords: gamification, meta-synthesis, systematic review, teaching mathematics.Abstrak: Penggunaan Gamifikasi dalam Pengajaran dan Pembelajaran Matematika: Sebuah Meta-Sintesis. Tujuan: Penelitian ini bertujuan untuk mengeksplorasi dan mensintesis penggunaan gamifikasi dalam pengajaran dan pembelajaran matematika. Metode: Meta-sintesis digunakan dalam tinjauan sistematis ini untuk fokus pada penggunaan gamifikasi dalam pengajaran dan pembelajaran matematika. 13 artikel terakhir dalam penelitian ini dikembangkan menggunakan checklist Critical Appraisal Skills Program (CASP) dan disusun menggunakan diagram alir PRISMA 2020. Temuan: Empat tema muncul dari analisis tematik, yaitu: elemen waktu, sikap positif, kolaborasi dan keterlibatan, serta umpan balik dan penilaian. Sebuah meta-tema muncul sebagai Pemikiran Masa Depan: Gamifying Mathematics Education for Engaged Learning. Kesimpulan: Temuan ini memberikan wawasan yang signifikan ...
    • File Description:
      application/pdf
    • Relation:
      https://jurnal.fkip.unila.ac.id/index.php/jpp/article/view/28173/pdf; https://jurnal.fkip.unila.ac.id/index.php/jpp/article/view/28173
    • Online Access:
      https://jurnal.fkip.unila.ac.id/index.php/jpp/article/view/28173
    • Rights:
      ##submission.copyrightStatement## ; https://creativecommons.org/licenses/by-sa/4.0
    • Accession Number:
      edsbas.92A001D9