Meningkatkan Keterampilan Memecahkan Masalah Matematika Melalui Lingkungan Pembelajaran Berbasis Permainan: Analisis Profil Laten

Authors

  • Damar Rais Universitas Negeri Makassar, Indonesia
  • Zhang Juan Beijing Public School Affiliated CNU, China
  • Wen Yan Yue East China University of Technology, China

DOI:

https://doi.org/10.53696/venn.v5i3.480

Keywords:

Gamified Learning, Mathematical Problem-Solving, Latent Profile Analysis, Adaptive Instruction, Secondary Education

Abstract

Mathematical problem-solving in three-dimensional geometry often requires students to coordinate conceptual understanding, spatial reasoning, and strategic planning, yet classroom instruction frequently provides limited support for these heterogeneous needs. This study examined changes in eighth-grade students’ problem-solving performance after an eight-week gamified learning intervention and identified learner profiles using latent profile analysis. A total of 120 students participated in a one-group pretest-posttest mixed-methods study. The intervention integrated points, badges, leaderboards, interactive geometry challenges, and formative feedback; no control group was included, so causal claims were interpreted cautiously. Data were collected through a problem-solving test based on Polya’s four-stage framework, a motivation questionnaire, gamification activity logs, classroom observations, and semi-structured interviews with 18 students selected proportionally across profiles. Results indicated an overall increase from pretest (M = 63.80, SD = 12.10) to posttest (M = 76.92, SD = 10.84), t(119) = 12.58, p < .001, Cohen’s dz = 1.15. The three-profile model showed the best balance of fit and interpretability, classifying students into high, moderate, and low profiles. Students in the high profile reached the highest posttest scores, whereas low-profile students required additional scaffolding. The findings suggest that gamified learning is associated with improved mathematical problem-solving, while latent profiles help inform differentiated instructional support.

Downloads

Download data is not yet available.

References

Al Khateeb, M. A. (2018). The effect of teaching mathematical problem solving through mobile learning. International Journal of Interactive Mobile Technologies, 12(3), 178–191. https://doi.org/10.3991/ijim.v12i3.8515

Ali, R., Akhter, A., & Khan, A. (2010). Effect of using problem solving method in teaching mathematics on the achievement of mathematics students. Asian Social Science, 6(2), 67–72. https://doi.org/10.5539/ass.v6n2p67

Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT-02-2017-0009

Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. Computers in Human Behavior, 71, 550–585. https://doi.org/10.1016/j.chb.2016.08.049

Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263

Deci, E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behavior. Plenum.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). https://doi.org/10.1145/2181037.2181040

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14, Article 9. https://doi.org/10.1186/s41239-017-0042-5

Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https://doi.org/10.1016/j.compedu.2012.12.020

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). https://doi.org/10.1109/HICSS.2014.377

Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. In Proceedings of the 2014 International Conference on Teaching and Learning in Computing and Engineering (pp. 9–16). https://doi.org/10.1109/LaTiCE.2014.10

Laksana, S. D., Setyosari, P., Praherdhiono, H., Kuswandi, D., & Jannan, D. (2024). The effect of the use of digital gamification and metacognitive skills on students’ mathematics solving ability. Pegem Journal of Education and Instruction, 14(3), 117–125.

Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151.

Pechenkina, E., Laurence, D., Oates, G., Eldridge, D., & Hunter, D. (2017). Using a gamified mobile app to increase student engagement, retention and academic achievement. International Journal of Educational Technology in Higher Education, 14, Article 31. https://doi.org/10.1186/s41239-017-0069-7

Polya, G. (1957). How to solve it: A new aspect of mathematical method (2nd ed.). Princeton University Press.

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://doi.org/10.1037/0003-066X.55.1.68

Suh, A., & Wagner, C. (2017). How gamification of an enterprise collaboration system increases knowledge contribution: An affordance approach. Journal of Knowledge Management, 21(2), 416–431. https://doi.org/10.1108/JKM-10-2016-0429

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4

Yıldırım, İ., & Şen, S. (2021). The effects of gamification on students’ academic achievement: A meta-analysis study. Interactive Learning Environments, 29(8), 1301–1318. https://doi.org/10.1080/10494820.2019.1636089

Zou, D. (2022). Adaptive gamification and learning profiles. Journal of Computer Assisted Learning, 38(5), 1228–1240. https://doi.org/10.1111/jcal.12603

Downloads

Published

04-06-2026

How to Cite

Rais, D., Zhang Juan, & Wen Yan Yue. (2026). Meningkatkan Keterampilan Memecahkan Masalah Matematika Melalui Lingkungan Pembelajaran Berbasis Permainan: Analisis Profil Laten. Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences, 5(3), 512–523. https://doi.org/10.53696/venn.v5i3.480

Similar Articles

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 > >> 

You may also start an advanced similarity search for this article.