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Eurasian Society of Educational Research
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Eurasian Society of Educational Research
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Christiaan Huygensstraat 44, Zipcode:7533XB, Enschede, THE NETHERLANDS
Research Article

Promoting Mathematics Problem-Solving Ability in Gamification Integration Using Augmented Reality

Emi Pujiastuti , Sugiman , Muslih Pambudi

The use of technology in education aims to improve students' problem-solving skills so that they have the skills needed by 21st century society in.


  • Pub. date: April 15, 2025
  • Online Pub. date: April 07, 2025
  • Pages: 645-660
  • 182 Downloads
  • 680 Views
  • 0 Citations

How to Cite

Abstract:

T

The use of technology in education aims to improve students' problem-solving skills so that they have the skills needed by 21st century society in dealing with various kinds of challenges and problems. This study was carried out aiming to obtain the characteristics of augmented reality-based learning media for mathematics learning in student problem-solving skill, and obtain the results of the average difference in the problem-solving abilities of junior high school students. This research and development (R&D) study, employing the (Analyze, Design, Develop, Implement, and Evaluate) ADDIE model, investigated Augmented Reality (AR)-based learning media for mathematics to enhance junior high school students' problem-solving skills. The aim was to identify characteristics of effective AR media and assess their impact on problem-solving abilities. Quantitative data, collected from student problem-solving tests, were analyzed using a t-test in SPSS. The AR media featured virtual manipulation, virtual measurement tools, and real-world problem exploration. While the experimental group using AR showed a higher average problem-solving score compared to the control group using Problem-Based Learning (PBL), the difference was not statistically significant (t (df) = 0.638, Cohen's d = 0.0876). This lack of significance, despite the higher mean, is likely due to a small sample size and the limited integration timeframe, coupled with pre-existing skill variations. Future research should address these limitations to further explore the potential of AR in mathematics education.

Keywords: Augmented reality, gamification, problems-solving.

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