Implementation of Gamified Mathematics Quizzes Using the Research and Development Method for Student Learning Evaluation
DOI:
https://doi.org/10.37859/coscitech.v7i2.12384
Abstract
Formal education is often supported by non-formal educational institutions, such as tutoring centers, to strengthen students’ academic understanding. However, conventional and monotonous paper-based evaluation processes are often perceived as stressful and burdensome by elementary school students, potentially reducing their interest in learning abstract basic mathematics concepts. This study aims to implement gamification concepts in an interactive mathematics quiz application to transform the evaluation process into a more engaging and enjoyable experience while increasing student engagement. The development method employed in this study is Research and Development (R&D) using the sequential Waterfall model. The application was developed using Flutter for the frontend and Firebase Cloud Firestore for the backend, incorporating key game elements such as Points and Leaderboards. Technical testing was conducted using the Black-Box Testing method, while product feasibility was assessed using a Likert-scale questionnaire. Improvements in learning interest and the effectiveness of learning outcomes were analyzed using the Normalized Gain (N-Gain Score) method based on pre-test and post-test results from 26 elementary school students. The feasibility evaluation conducted by experts and users yielded a score of 92.27%, which falls into the “Highly Feasible” category. Field testing results demonstrated an increase in the average score from 84.81 to 96.54, with an overall N-Gain index of 0.8256, categorized as “High” (Highly Effective). Therefore, the integration of gamification elements into a mobile application has been demonstrated to be valid and effective in improving students’ mathematics learning performance and engagement.
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