Eksplorasi Permasalahan Kebutuhan Media Inovatif Sebagai Dasar Pengembangan Game Berbasis Gamifikasi

Authors

  • Dwi Oktaviana Universitas PGRI Pontianak, Indonesia
  • Utin Desy Susiaty Universitas PGRI Pontianak, Indonesia

DOI:

https://doi.org/10.56013/axi.v11i1.5047

Abstract

The objectives of this research are: 1) To describe various problems faced in learning fractions in Junior High School students, both from the perspective of teachers, students, and the learning process in general; 2) To describe the needs and expectations of teachers and students for more innovative, interactive, and fun learning media; 3) To formulate the initial characteristics of game-based learning media with a gamification approach that suits students' needs and is relevant for learning fractions. This research uses a qualitative approach with an exploratory case study type, with analysis according to Miles & Huberman. The results obtained are: 1) Students experience conceptual difficulties in understanding fraction material, procedural difficulties in completing fraction operations, and learning is still conventional and does not facilitate student activity; 2) There is a strong need for innovative technology-based learning media; 3) Gamification-based educational games have great potential to be developed as the main solution.

Keywords: problem exploration, innovative media, gamification

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Published

2026-01-30

How to Cite

Oktaviana, D., & Susiaty, U. D. (2026). Eksplorasi Permasalahan Kebutuhan Media Inovatif Sebagai Dasar Pengembangan Game Berbasis Gamifikasi. Jurnal Axioma : Jurnal Matematika Dan Pembelajaran, 11(1), 29–39. https://doi.org/10.56013/axi.v11i1.5047

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Articles