A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH

Mathematics is one of the important subjects for students. Mathematics subjects focus more on the ability to remember, memorize, and interpret. it can train students to think logically, analytically, systematically, critically, and creatively in solving problems. The application of gamification in...

Full description

Saved in:
Bibliographic Details
Main Authors: Sigit Dwi Laksana, Anip Dwi Saputro, Karomatul Hidayah, Salamah Sa'diyatul Wafa
Format: Article
Language:Arabic
Published: Pendidikan Guru Madrasah Ibtidaiyah (PGMI) 2024-10-01
Series:Al-Mudarris
Online Access:https://e-journal.staima-alhikam.ac.id/al-mudarris/article/view/2629
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1850053465665961984
author Sigit Dwi Laksana
Anip Dwi Saputro
Karomatul Hidayah
Salamah Sa'diyatul Wafa
author_facet Sigit Dwi Laksana
Anip Dwi Saputro
Karomatul Hidayah
Salamah Sa'diyatul Wafa
author_sort Sigit Dwi Laksana
collection DOAJ
description Mathematics is one of the important subjects for students. Mathematics subjects focus more on the ability to remember, memorize, and interpret. it can train students to think logically, analytically, systematically, critically, and creatively in solving problems. The application of gamification in mathematics is an effective strategy. The use of gamification can also support children's mental health, because the use of gamification can reduce stress levels in children. The purpose of this study is to investigate and analyze research articles that explore the main problems in learning mathematics, how the use of gamification can improve math problem solving skills and support mental health, and problems or obstacles in the application of gamification in learning mathematics. Specifically, this literature review also wants to explain the implementation of gamification in mathematics learning to improve problem solving skills and support mental health. This research is a systematic literature review on the use of gamification in mathematics to improve problem solving skills, this review is limited to peer review articles published between 2019 and 2021. One of the ways used to search for related articles, researchers use the POP (Publish or Perish) application. and other relevant sources. This makes it easier for researchers to identify articles, while for sources, researchers take articles from several publishers such as Scopus, IEEE and Google Scholar. The findings of the data analysis show that the use of gamification in mathematics learning has been carried out in various forms and application models, but its implementation is only limited to improving learning abilities. not many researchers have added mental health aspects in the application of gamification, active student involvement will certainly improve students' mental health, so children are not easily stressed. The use of technology-based gamification applications is the main strategy to improve students' problem solving abilities as well as to improve understanding and learning outcomes and support mental health so that the learning experience becomes durable
format Article
id doaj-art-35ec9923c15c416896c75c9067c843e2
institution DOAJ
issn 2620-5831
2620-4355
language Arabic
publishDate 2024-10-01
publisher Pendidikan Guru Madrasah Ibtidaiyah (PGMI)
record_format Article
series Al-Mudarris
spelling doaj-art-35ec9923c15c416896c75c9067c843e22025-08-20T02:52:31ZaraPendidikan Guru Madrasah Ibtidaiyah (PGMI)Al-Mudarris2620-58312620-43552024-10-017210.32478/kjccsj18A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTHSigit Dwi Laksana0Anip Dwi Saputro1Karomatul Hidayah2Salamah Sa'diyatul Wafa3Universitas Muhammadiyah PonorogoUniversitas Muhammadiyah PonorogoUniversitas Muhammadiyah PonorogoUniversitas Muhammadiyah Ponorogo Mathematics is one of the important subjects for students. Mathematics subjects focus more on the ability to remember, memorize, and interpret. it can train students to think logically, analytically, systematically, critically, and creatively in solving problems. The application of gamification in mathematics is an effective strategy. The use of gamification can also support children's mental health, because the use of gamification can reduce stress levels in children. The purpose of this study is to investigate and analyze research articles that explore the main problems in learning mathematics, how the use of gamification can improve math problem solving skills and support mental health, and problems or obstacles in the application of gamification in learning mathematics. Specifically, this literature review also wants to explain the implementation of gamification in mathematics learning to improve problem solving skills and support mental health. This research is a systematic literature review on the use of gamification in mathematics to improve problem solving skills, this review is limited to peer review articles published between 2019 and 2021. One of the ways used to search for related articles, researchers use the POP (Publish or Perish) application. and other relevant sources. This makes it easier for researchers to identify articles, while for sources, researchers take articles from several publishers such as Scopus, IEEE and Google Scholar. The findings of the data analysis show that the use of gamification in mathematics learning has been carried out in various forms and application models, but its implementation is only limited to improving learning abilities. not many researchers have added mental health aspects in the application of gamification, active student involvement will certainly improve students' mental health, so children are not easily stressed. The use of technology-based gamification applications is the main strategy to improve students' problem solving abilities as well as to improve understanding and learning outcomes and support mental health so that the learning experience becomes durable https://e-journal.staima-alhikam.ac.id/al-mudarris/article/view/2629
spellingShingle Sigit Dwi Laksana
Anip Dwi Saputro
Karomatul Hidayah
Salamah Sa'diyatul Wafa
A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
Al-Mudarris
title A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
title_full A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
title_fullStr A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
title_full_unstemmed A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
title_short A REVIEW OF THE LITERATURE: THE USAGE OF DIGITAL GAMIFICATION  IN EDUCATION TO IMPROVE MATHEMATICAL PROBLEM-SOLVING SKILLS AND MENTAL HEALTH
title_sort review of the literature the usage of digital gamification in education to improve mathematical problem solving skills and mental health
url https://e-journal.staima-alhikam.ac.id/al-mudarris/article/view/2629
work_keys_str_mv AT sigitdwilaksana areviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT anipdwisaputro areviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT karomatulhidayah areviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT salamahsadiyatulwafa areviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT sigitdwilaksana reviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT anipdwisaputro reviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT karomatulhidayah reviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth
AT salamahsadiyatulwafa reviewoftheliteraturetheusageofdigitalgamificationineducationtoimprovemathematicalproblemsolvingskillsandmentalhealth