Gamification for Studying Mathematics by E-Learning


  • Pratiwi Pratiwi Universitas Negeri Jakarta; Perbanas Institute, Indonesia
  • Robinson Situmorang Universitas Negeri Jakarta, Indonesia
  • Sukardjo Sukardjo Universitas Negeri Jakarta, Indonesia


Gamification, Learning Mathematics, Perbanas Institute


The difficulties of studying mathematics in this digital age call for solutions that might boost student engagement and motivation. To make learning more dynamic and interesting, it is suggested that a gamification methodology that combines game simulation with gamification is applied. In order to enhance mathematics instruction using an online learning platform. A thorough grasp of the difficulties associated with studying mathematics. To complement the learning objectives for mathematics, the gamification design includes selecting question types, constructing game situations, and producing visual components. This research creates a gamification paradigm using the Quizizz gaming application. The research focuses on the case of IKPIA Perbanas Jakarta for mathematics courses, which has the primary objective of optimizing mathematical learning through the concept of gamification. The researcher used the Dick and Carey development model, which has 10 phases from requirement identification to assessment, to create this learning model. The implementation of the Quizizz application and the gamification approach in an online learning environment occurs at the development stage. Technical configuration, application testing, and modifications based on preliminary feedback are all part of the implementation process. The success of the gamification technique in raising students' motivation and comprehension of the mathematics content was then assessed. Researchers used this helpful gamification to determine suitable designs for delivering learning content. Gamification for mathematics education is also very practical. In education, gamification by Quizizz as an application for gamification only supports but cannot replace the position of teachers and books. Mathematical learning devices with gamification are effective because they have met the classification very well at 79.17% and 20.83%, respectively, at an accuracy rate of 95.83%. Research has limited problems related to being carried out only in the IKPIA Perbanas Jakarta environment, which has students in semester one who have the characteristics of technology generation with the application of gamification that is integrated into the e-learning of Perbanas. The value of this research is the use of gamification for students studying in higher education and integrated into the Learning Management System (LMS).




How to Cite

Pratiwi, P., Situmorang, R., & Sukardjo, S. (2024). Gamification for Studying Mathematics by E-Learning. Proceeding of the International Conference on Multidisciplinary Research for Sustainable Innovation, 1(1), 195–200. Retrieved from