Workshop and Mentoring on the Development of Gamification Based Mathematics Learning Media for Junior High School Teachers in Lhokseumawe City

Authors

  • Amam Taufiq Hidayat Universitas Malikussaleh
  • Haves Qausar Universitas Malikussaleh
  • Zata Hasyyati Universitas Malikussaleh
  • Munzir Absa Universitas Malikussaleh
  • Nur Elisyah Universitas Malikussaleh
  • Tulus Setiawan Universitas Malikussaleh

DOI:

https://doi.org/10.36526/gandrung.v7i2.8320

Keywords:

gamification; learning media; mathematics.

Abstract

Mathematics learning in schools continues to encounter challenges, particularly related to low student engagement and learning motivation. One contributing factor is the limited utilization of innovative learning media in classroom instruction. Gamification offers an alternative approach by integrating game elements into learning activities to enhance students’ interest in mathematics learning. Nevertheless, teachers in the Junior High School Mathematics Teachers’ Working Group (MGMP) of Lhokseumawe City still face difficulties in developing and implementing gamification-based learning media. Therefore, this community service program aimed to enhance teachers’ pedagogical understanding and technical skills in developing gamified mathematics learning media. The program was conducted on May 15–17, 2026, involving 20 junior high school mathematics teachers and 2 Mathematics Education students as technical assistants. The implementation employed a participatory workshop and mentoring approach consisting of training sessions, media development workshops, learning simulations, and evaluation activities. Participants were guided in developing learning media using digital platforms such as Quizizz, Wordwall, Kahoot, and Gimkit. The results demonstrated that participants were able to develop gamification based mathematics learning media and improve their understanding of gamification concepts, digital platform utilization, and interactive media development. Furthermore, the program strengthened teachers’ motivation and confidence in integrating digital technology into mathematics instruction.

References

Asdar. (2025). Penguatan Kompetensi Guru Smp Melalui Pelatihan Gamifikasi Media Pembelajaran Manipulatif Untuk Mendukung Joyful Learning. JHP2M: Jurnal Hasil-Hasil Pengabdian Dan Pemberdayaan Masyaraka, 4(2), 177–185. https://doi.org/10.35880/jhp2m.v4i2.9747

Diaz, A. F., & Estoque-Loñez, H. (2024). A Meta-Analysis on the Effectiveness of Gamification on Student Learning Achievement. International Journal of Education in Mathematics, Science and Technology, 12(5), 1236–1253. https://doi.org/10.46328/ijemst.4185

Early, K. N. (2023). Gamification of Mathematics Instruction: A Quantitative Study on Student Growth and Proficiency in a Suburban Middle School.

López, P., Rodrigues-Silva, J., & Alsina, Á. (2021). Brazilian and Spanish mathematics teachers’ predispositions towards gamification in STEAM education. Education Sciences, 11(10). https://doi.org/10.3390/educsci11100618

Pehlivan, F., & Arabacioglu, T. (2023). The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped Classrooms. International Journal of Education and Literacy Studies, 11(4), 309–317. https://doi.org/10.7575/aiac.ijels.v.11n.4p.309

Qausar, H., Taufiq Hidayat, A., Muna, Z., Azlia, N., Sa, A., Sakinatul Ikhlas, diyah, Studi Pendidikan Matematika, P., Malikussaleh, U., Studi Psikologi, P., & Kedokteran, F. (2025). Pelatihan Guru dalam Pengembangan (Haves Qausar dkk. Jurnal Malikussaleh Mengabdi, 4(2), 2829–6141. https://doi.org/10.29103/jmm

Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sakai, K., & Shiota, S. (2016). A PRACTICAL STUDY OF MATHEMATICS EDUCATION USING GAMIFICATION.

YIĞ, K. G., & SEZGİN, S. (2021). An exploratory holistic analysis of digital gamification in mathematics education. Journal of Educational Technology and Online Learning, 4(2), 115–136. https://doi.org/10.31681/jetol.888096

Downloads

Published

2026-07-17

How to Cite

Taufiq Hidayat, A., Qausar, H., Hasyyati, Z., Absa, M., Elisyah, N., & Setiawan, T. (2026). Workshop and Mentoring on the Development of Gamification Based Mathematics Learning Media for Junior High School Teachers in Lhokseumawe City. GANDRUNG: Jurnal Pengabdian Kepada Masyarakat, 7(2), 3074–3085. https://doi.org/10.36526/gandrung.v7i2.8320