The Effect of GEMAS on Mathematical Problem-Solving and Critical-Thinking Abilities

Hamidah Suryani Lukman, Ana Setiani

Abstract


This research focuses on the development of gamification-based mathematics teaching materials specifically designed to improve the problem-solving and critical mathematical thinking skills of junior high school students in the form of GEMAS (Junior High School Mathematics Game) and to test the product based on its validity, practicality, and effectiveness aspects. The ADDIE MODEL is used in the research and development of GEMAS. Previous research articles have discussed the stages of product development, validity testing, and practicality, so the focus mof this article only discusses its effectiveness test. Thus, the stages of the ADDIE model used in this article are also limited to the last two stages, namely Implementation and Evaluation. The study was conducted at two junior high schools in Sukabumi using a one-sample pretest-posttest design. The sample was 256 students from 10 study groups using cluster random sampling techniques. Data were collected through the Krulik-Rudnick problem-solving ability test instrument, the FRISCO critical-thinking ability test, and student response sheets that met the criteria of being very valid and highly reliable. Data were analyzed using a paired two-sample t-test at a significance level of alpha 5% and descriptive analysis. The results of the study showed that GEMAS met the criteria for effectiveness. This can be seen from the overall range of values between the average pretest and posttest of problem-solving ability which reached 43.75 and critical thinking ability which reached 47.00, as well as the n-gain value of both mathematical problem-solving ability and mathematical critical thinking ability of junior high school students has met the moderate improvement category (46-51%).

 


Keywords


Gamification; Problem-solving; Critical-thinking; Kruik-Rudnick; FRISCO; GEMAS.

Full Text:

DOWNLOAD [PDF]

References


Adelia, W. S., Sinaga, B., & Nasution, H. (2020). Analysis of Mathematical Problem Solving Ability of Students Viewed from Creative Thinking Stages in Problem-Based Learning Model. International Journal of Multicultural and Multireligious Understanding, 7(10), 496–502. https://doi.org/http://dx.doi.org/10.18415/ijmmu.v7i10.2106

Agustiani, N., Setiani, A., & Lukman, H. S. (2022). Pengembangan Instrumen Tes PLSV Berdasarkan Indikator Berpikir Kritis dan Pemecahan Masalah. Jambura Journal of Mathematics Education, 3(2), 107–119. https://doi.org/10.34312/jmathedu.v3i2.15837

Alkhatib, O. J. (2019). A Framework for Implementing Higher-Order Thinking Skills (Problem-Solving, Critical Thinking, Creative Thinking, and Decision-Making) in Engineering Humanities. 2019 Advances in Science and Engineering Technology International Conferences, ASET 2019, January. https://doi.org/10.1109/ICASET.2019.8714232

Almunawarah, R., A, A., & Bahri, A. (2023). Analysis of Critical Thinking Ability on Senior High School Students in Biology Classroom Based on Modified FRISCO Indicators. International Journal of Science and Research (IJSR), 12(10), 876–882. https://doi.org/10.21275/sr231002095937

Arisoy, B., & Aybek, B. (2021). The Effects of Subject-Based Critical Thinking Education in Mathematics on Students’ Critical Thinking Skills and Virtues*. Eurasian Journal of Educational Research, 2021(92), 99–120. https://doi.org/10.14689/ejer.2021.92.6

Ayurachmawati, P., Asmana, R., & Nopriyanti, T. D. (2024). Pengaruh Pendekatan STEM (Science, Technology, Engineering, Mathematics) Terhadap Kemampuan Berpikir Kritis Kelas V SD Negeri 01 Rasuan. Indonesian Research Journal on Education, 4(2), 380–384. https://doi.org/https://doi.org/10.31004/irje.v4i2.573

Balakrishnan Nair, B. (2022). Endorsing Gamification Pedagogy as a Helpful Strategy to offset the COVID-19 Induced Disruptions in Tourism Education. Journal of Hospitality, Leisure, Sport and Tourism Education, 30(1), 1–9. https://doi.org/10.1016/j.jhlste.2021.100362

Bilad, M. R., Zubaidah, S., & Prayogi, S. (2024). Addressing the PISA 2022 Results: A Call for Reinvigorating Indonesia’s Education System. International Journal of Essential Competencies in Education, 3(1), 1–12. https://doi.org/10.36312/ijece.v3i1.1935

Bunt, B., & Gouws, G. (2020). Using an Artificial Life Simulation to Enhance Reflective Critical Thinking among Student Teachers. Smart Learning Environments, 7(12), 1–19. https://doi.org/10.1186/s40561-020-00119-6

Ennis, R. H. (2011). The Nature of Critical Thinking: An Outline of Critical Thinking Disposition and Abilities. International Conference, 6(2), 1–8. https://doi.org/10.22329/il.v6i2.2729

Farooq, M. S., Hamid, A., Alvi, A., & Omer, U. (2022). Blended Learning Models, Curricula, and Gamification in Project Management Education. IEEE Access, 10(1), 60341–60361. https://doi.org/10.1109/ACCESS.2022.3180355

Gunawan, G., Harjono, A., Nisyah, M., Kusdiastuti, M., & Herayanti, L. (2020). Improving Students’ Problem-Solving Skills Using Inquiry Learning Model Combined with Advance Organizer. International Journal of Instruction, 13(4), 427–442. https://doi.org/10.29333/iji.2020.13427a

Hakak, S., Noor, N. F. M., Ayub, M. N., Affal, H., Hussin, N., Ahmed, E., & Imran, M. (2019a). Cloud-assisted Gamification for Education and Learning – Recent Advances and Challenges. Computers and Electrical Engineering, 74(1), 22–34. https://doi.org/10.1016/j.compeleceng.2019.01.002

Hakak, S., Noor, N. Fa. M., Ayub, M. Ni., Affal, H., Hussin, N., Ahmed, E., & Imran, M. (2019b). Cloud-assisted Gamification for Education and Learning – Recent Advances and Challenges. Computers and Electrical Engineering, 74(1), 22–43. https://doi.org/10.1109/ACCESS.2022.3180355

Hakim, A. R., & Windayana, H. (2016). Pengaruh Penggunaan Multimedia Interaktif Dalam Pembelajaran Matematika Untuk Meningkatkan Hasil Belajar Siswa SD. EduHumaniora | Jurnal Pendidikan Dasar Kampus Cibiru. https://doi.org/10.17509/eh.v4i2.2827

Heliawati, L., Lidiawati, L., & Pursitasari, I. D. (2022). Articulate Storyline 3 Multimedia Based on Gamification to Improve Critical Thinking Skills and Self-regulated Learning. International Journal of Evaluation and Research in Education, 11(3), 1435–1444. https://doi.org/10.11591/ijere.v11i3.22168

Islam, F., Krishna, A., & Kumari, S. (2025). The Impact of Gamification in Research and Education : A Communication Review. Gamification and Augmenter Reality, 3(1), 1–5. https://doi.org/10.56294/gr2025101

Jueru, T., Ferrão, S., Vitoria, F., & Silva, R. F. (2020). Gamification for Technology-Enhanced Language Learning (TELL)-Success Factors of Gamified Language Learning Platform Design. Informática Educativa Comunicaciones, 31(1), 54–69.

Kalogiannakis, M., Papadakis, S., & Zourmpakis, A. I. (2021). Gamification in science education. A systematic review of the literature. Education Sciences, 11(1), 1–36. https://doi.org/10.3390/educsci11010022

Lukman, H. S., Agustiani, N., & Setiani, A. (2023). Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness. International Journal of Emerging Technologies in Learning (IJET), 18(20), 4–22. https://doi.org/10.3991/ijet.v18i20.36189

Lukman, H. S., Agustiani, N., & Setiani, A. (2024). Gamifikasi Bahan Ajar Matematika SMP: Analisis Kepraktisan dan Evektivitas Terhadap kemampuan Berpikir Kritis Matematis. AKSIOMA : Jurnal Matematika Dan Pendidikan Matematika, 13(1), 198–208. https://doi.org/https://doi.org/10.24127/ajpm.v13i1.8170

Lukman, H. S., Setiani, A., & Agustiani, N. (2022). Pengembangan Instrumen Tes Kemampuan Pemecahan Masalah Matematis Berdasarkan Teori Krulik dan Rudnick : Analisis Validitas Konten. Jurnal Cendekia: Jurnal Pendidikan Matematika, 07(1), 326–339. https://doi.org/https://doi.org/10.31004/cendekia.v7i1.1761

Lukman, H. S., Setiani, A., & Agustiani, N. (2023). Validitas Instrumen Tes Kemampuan Berpikir Kritis Matematis Berdasarkan Teori FRISCO. SJME (Supremum Journal of Mathematics Education), 07(01), 55–67. https://doi.org/https://doi.org/10.35706/sjme.v7i1.6960

Lukman, H. S., Setiani, A., & Agustiani, N. (2024). Gamification of Mathematics Teaching Materials to Improve Problem Solving and Critical Thinking Ability: The Experts’ Assessment. Educational Administration: Theory and Practice, 30(4), 819–833. https://doi.org/10.53555/kuey.v30i4.666

Masrurroh, A., Rahaju, E. B., & Susanah. (2024). Pemecahan Masalah Numerasi Konten Geometri dan Pengukuran Level Penalaran Siswa SMA ditinjau dari Gaya Kognitif Field Independent dan Field Dependent. Lebesgue: Jurnal Ilmiah Pendidikan Matematika, Matematika, Dan Statistika, 5(3), 1837–1853. https://doi.org/https://doi.org/10.46306/lb.v5i3.775

Nurjannah, N., Kaswar, A. B., & Kasim, E. W. (2021). Efektifitas Gamifikasi dalam Pembelajaran Matematika. JURNAL MathEdu (Mathematic Education Journal), 4(2), 189–193. https://doi.org/10.37081/mathedu.v4i2.2492

Nurtanto, M., Kholifah, N., Ahdhianto, E., Samsudin, A., & Isnantyo, F. D. (2021). A Review of Gamification Impact on Student Behavioural and Learning Outcomes. International Journal of Interactive Mobile Technologies (IJIM), 15(21), 22–36. https://doi.org/10.3991/ijim.v15i21.24381

Omar, M., Ali, D. F. A., Idayu, N. A., Adnan, M., & Saari, M. A. (2022). Gamification in Vocational Teaching and Learning: Perception and Readiness among Lecturers. International Journal of Education, 14(1), 140–152. https://doi.org/10.5296/ije.v14i1.19507

Permata, C. A. M., & Kristanto, Y. D. (2020). Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa. JNPM (Jurnal Nasional Pendidikan Matematika), 4(2), 279. https://doi.org/10.33603/jnpm.v4i2.3877

Qiao, S., Yeung, S. S., Shen, X., & Chu, S. K. W. (2022). The Effects of a Gamified Morphological Awareness Intervention on Students’ Cognitive, Motivational and Affective Outcomes. British Journal of Educational Technology, 53(4), 952–976. https://doi.org/10.1111/bjet.13178

Rahman, N. I. B. A., Hisyam, N. A. B., Aidi, N. N. binti A., & Ganesan, T. A. (2024). Cognitive Abilities of Secondary Students in Solving Higher-Order Thinking Skills (HOTS) Questions in Mathematics Subjects. International Journal of Academic Research in Business and Social Sciences, 14(9), 1545–1554. https://doi.org/10.6007/IJARBSS/v14-i9/22686

Ratnawati, N., Sukamto, S., Ruja, I. N., & Wahyuningtyas, N. (2020). “Defense of the Ancients”, Gamification in Learning: Improvement of Student’s Social Skills. International Journal of Emerging Technologies in Learning (IJET), 15(07), 132–140. https://doi.org/10.3991/ijet.v15i07.13221

Rienovita, E., Sopacua, V., Kumala, W., & Sentosa, B. M. (2024). The Impact of Gamification on Problem Solving Skills in STEM Education : A Meta-analysis. EDUMASPUL: Jurnal Pendidikan, 8(1), 1480–1488.

Riska Dwi Anggraini, Tjipto Prastowo, & Elok Sudibyo. (2022). Analysis of Problem Solving Skills in the Vocational High School Using Direct Current Electricity as A Case Study. IJORER : International Journal of Recent Educational Research, 3(3), 301–311. https://doi.org/10.46245/ijorer.v3i3.219

Samura, A. O., & Darhim. (2023). Improving Mathematics Critical Thinking Skills of Junior High School Students Using Blended Learning Model (BLM) in GeoGebra Assisted Mathematics Learning. International Journal of Interactive Mobile Technologies, 17(2), 101–117. https://doi.org/10.3991/ijim.v17i02.36097

Sari, Y. I., Sumarmi, Utomo, D. H., & Astina, I. K. (2021). The Effect of Problem Based Learning on Problem Solving and Scientific Writing Skills. International Journal of Instruction, 14(2), 11–26. https://doi.org/10.29333/iji.2021.1422a

Schlömmer, M., Spieß, T., & Schlögl, S. (2021). Leaderboard positions and stress—experimental investigations into an element of gamification. Sustainability (Switzerland), 13(12), 1–20. https://doi.org/10.3390/su13126608

Septian, A., Widodo, S. A., Afifah, I. N., Nisa, D. Z., Putri, N. P. K., Tyas, M. D., Nisa, R. H., & Andriani, A. (2022). Mathematical Problem Solving Ability in Indonesia. Journal of Instructional Mathematics, 3(1), 16–25. https://doi.org/10.37640/jim.v3i1.1223

Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The Impact of Gamification on Students’ Learning, Engagement and Behavior Based on Their Personality Traits. Smart Learning Environments, 7(3), 1–11. https://doi.org/10.1186/s40561-019-0098-x

Tanty, H., Fernando, C., Valencia, J., & Justin, V. (2022). Critical Thinking and Problem Solving Among Students. Business Economic, Communication, and Social Sciences Journal (BECOSS), 4(3), 173–180. https://doi.org/10.21512/becossjournal.v4i3.8633

Xavier, B., & T.C, T. (2024). Unlocking Potential: a Study on the Enhancing Effects of Gamification on Problem Solving in Secondary School Students. Humanities and Social Science Studies, 13(1), 72–79.

Zheng, Y. (2019). 3D Course Teaching Based on Educational Game Development Theory – Case Study of Game Design Course. International Journal of Emerging Technologies in Learning (IJET), 14(02), 54–68. https://doi.org/10.3991/ijet.v14i02.9985




DOI: https://doi.org/10.31764/jtam.v9i2.29659

Refbacks

  • There are currently no refbacks.


Copyright (c) 2025 Hamidah Suryani Lukman, Ana Setiani

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

_______________________________________________

JTAM already indexing:

                     


_______________________________________________

 

Creative Commons License

JTAM (Jurnal Teori dan Aplikasi Matematika) 
is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License

______________________________________________

_______________________________________________

_______________________________________________ 

JTAM (Jurnal Teori dan Aplikasi Matematika) Editorial Office: