Enhancing Students' Interest in Mathematics Learning through Wayground-Assisted Game-Based Learning

Syofiah Sinaga(1*), Mara Samin Lubis(2),

(1) State Islamic University of North Sumatra
(2) State Islamic University of North Sumatra
(*) Corresponding Author

Abstract


The purpose of this study was to ascertain how students' motivation in studying mathematics in grade X senior high school on the System of Linear Equations in Three Variables (SLETV) content was affected by game-based learning media with the help of the Wayground program. This study employed a non-equivalent control group design, a quasi-experimental method, and a quantitative methodology. With 28 pupils in each lesson, class X Ibnu Hayyan served as the control group and class X Ibnu Sina as the experimental group. Questionnaires and paperwork were used to gather data.A learning interest questionnaire comprising measures of enjoyment, interest, focus, and student engagement in learning was the tool utilized. The independent sample t-test, homogeneity test, normality test, and descriptive statistics were among the data analysis methods used. According to the findings, the control class's average posttest score dropped from 58.79 to 56.46, whereas the experimental class's climbed from 54.25 to 62.36. Students' interest in studying mathematics was significantly impacted by game-based learning media with the help of the Wayground application, according to the hypothesis test's significance value of 0.001 < 0.05.

 


Keywords


Educational gamification;Student engagement;Digital learning media;Learning motivation;Three-variable linear equation sistem

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References


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DOI: https://doi.org/10.31327/jme.v11i2.2836

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