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A Role-Playing Serious Game-Based Mathematics Learning Environment: Development, Validation, and Its Impact on Creative Thinking and Productive Struggle
Sugama Maskar, Tatang Herman, Sufyani Prabawanto, Jarnawi Afgani Dahlan

Universitas Pendidikan Indonesia


Abstract

This study aims to develop a mathematics learning medium based on role-playing serious games (RSPG). The developed learning medium is a mathematics learning environment (MLE) that supports students^ creative thinking skills and productive struggle. This study employed a research and development design using agile development methods through several iterative development phases. The game is designed with a challenge module structure, enabling students to solve mathematical problems within a role-playing game (RPG) structure. The game also features a storyline and an open-world mathematics learning environment, a fantasy kingdom setting, and diverse NPC player characters, enabling students to engage in exploration, decision-making, and reasoning within a meaningful context. The development of the MLE game was conducted through a series of processes, including technical validation by professional software quality assurance (QA) professionals to test functionality, compatibility, and performance. Expert validation was also conducted to ensure the developed media aligns with the mathematics content learned by students in school and is used by teachers. Mathematics education experts and mathematics teachers conducted this expert validation. Furthermore, expert validation was also used to test the storyline integrated into the RPSG-based game by language experts. In addition, validation was also conducted through focus group discussions (FGDs) involving the media^s validators. To test its effectiveness and user feedback, beta testing and implementation in a real-world environment were conducted with 133 elementary and junior high school students. This testing aimed to obtain information on the effectiveness of using the MLE game learning media, student engagement, motivation, and perceived impact on mathematics learning in the classroom. The findings indicated that the MLE game can provide meaningful challenges and encourage student productivity and diverse problem-solving strategies. Furthermore, the results of a feasibility study involving the business and industry (DUDI) confirmed the potential for scalability and commercialization of the MLE game system, with promising market potential. Overall, this study demonstrates that the MLE game-based learning media offers significant potential for integrating mathematics learning in schools and as a general learning medium in the business and industry world.

Keywords: serious games, mathematics learning environment, role-playing games, productive struggle, creative thinking

Topic: STEM Education

Plain Format | Corresponding Author (Sugama Maskar)

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