DEVELOPMENT AND EVALUATION OF AN EXPERIENTIAL LEARNING-BASED TEACHING MODULE ASSISTED BY GIMKIT TO ENHANCE STUDENTS’ MATHEMATICAL MODELING COMPETENCY

Nindi Dian Wahdini, Dewa Putu Wiadnyana Putra

Abstract


This study aimed to develop a mathematics teaching module based on Kolb's Experiential Learning cycle integrated with the Gimkit gamification platform to improve students' mathematical modeling ability on quadratic functions. This research and development study employed the ADDIE model and involved 25 tenth-grade students of the Metal Engineering B class at SMK Negeri 5 Yogyakarta. The module's quality was evaluated using expert validation sheets, teacher and student practicality questionnaires, a learning implementation observation sheet, and a mathematical modeling ability test, covering the aspects of validity, practicality, and effectiveness. The study used a one-group pretest-posttest design without a control group to evaluate the effectiveness of the developed learning module. The results showed that the module was categorized as very valid, with an average expert validation score of 87.50%. The module was also categorized as very practical, indicated by a student response of 88.67%, a teacher response of 95.00%, and a learning implementation score of 94.79%. In terms of effectiveness, the average pre-test score of 43.22 increased to 99.33 in the post-test, with a normalized gain (N-Gain) of 0.99 in the high category, and all students achieved the high N-Gain category. These findings indicate that the developed module is valid, practical, and effective for improving students' mathematical modeling ability, particularly in the aspects of understanding, simplifying, mathematizing, working mathematically, and interpreting contextual problems.

Keywords


Teaching Module; Experiential Learning; Gimkit; Mathematical Modeling Competency; Quadratic Function

Full Text:

PDF

References


Adiastuty, N., Prayitno, A. T., & Nurmalasari. (2025). Pengembangan E-Modul Berbasis Experiential Learning ditinjau dari Gaya Belajar untuk Meningkatkan Kemampuan Berpikir Kreatif Matematis. Indo-MathEdu Intellectuals Journal, 6(3), 3343–3354. https://doi.org/10.54373/imeij.v6i3.3116

Alt, D. (2023). Assessing the Benefits of Gamification in Mathematics for Student Gameful Experience and Gaming Motivation. Computers & Education, 200, 104806. https://doi.org/10.1016/j.compedu.2023.104806

Apriliana, M., Lusiama, & Jumroh. (2021). Kemampuan Pemodelan Matematika melalui Pendekatan Pendidikan Matematika Realistik Indonesia (PMRI) di SMK Yayasan Bakti Prabumulih. Arithmetic: Academic Journal of Math, 3(1), 1–12. https://doi.org/10.29240/ja.v3i1.2689

Blum, W., & Leiß, D. (2007). Mathematical Modelling: Education, Engineering, and Economics - ICTMA 12. In Mathematical Modelling: Education, Engineering, and Economics (pp. 222–231). Elsevier.

Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer International Publishing.

Cahyadi, R. A. H. (2019). Pengembangan Bahan Ajar Berbasis ADDIE Model. Halaqa: Islamic Education Journal, 3(1), 35–43. https://doi.org/10.21070/halaqa.v3i1.2124

Ermilia, R., Fitriana, L., & Riyanti, V. (2024). GeoGebra dalam Pembelajaran Fungsi Kuadrat dan Pengaruhnya terhadap Motivasi dan Hasil Belajar Siswa. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 13(4), 1237–1251. https://doi.org/10.24127/ajpm.v13i4.9685

Febriani, D. S. A., Arifin, S. A. N., Sopiyaturrohmah, S., & Resmania. (2024). Systematic Literature Review: Kemampuan Pemodelan Matematika Siswa SMA/MA. Jurnal Theorems, 8(2), 407–421. https://doi.org/10.31949/th.v8i2.8014

Fithriyah, K., Arif, M., & Ningsih, P. R. (2019). Pengaruh Model Experiential Learning terhadap Motivasi dan Hasil Belajar Siswa. Jurnal Ilmiah Edutic: Pendidikan Dan Informatika, 6(1), 39–45.

Husnaidah, M., Hrp, M. S., & Sofiyah, K. (2024). Konsep Dasar Matematika sebagai Fondasi Berpikir Logis. Jurnal Ilmiah Multidisiplin Terpadu, 8(12).

Jablonski, S. (2023). Is it All about the Setting? — A Comparison of Mathematical Modelling with Real Objects and their Representation. Educational Studies in Mathematics, 113(2), 307–330. https://doi.org/10.1007/s10649-023-10215-2

Khusna, H., & Ulfah, S. (2021). Kemampuan Pemodelan Matematis dalam Menyelesaikan Soal Matematika Kontekstual. Mosharafa: Jurnal Pendidikan Matematika, 10(1), 153–164. https://doi.org/10.31980/mosharafa.v10i1.649

Kolb, A. Y., & Kolb, D. A. (2017). The Experiential Educator: Principles and Practices of Experiential Learning. EBLS Press.

Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Prentice-Hall.

Lindl, A., Durandt, R., & Blum, W. (2025). Fostering Mathematical Modelling Competency in Different Learning Environments and Educational Contexts – an Exploratory Comparative Analysis of Four Intervention Studies. ZDM – Mathematics Education, 57(2), 351–364. https://doi.org/10.1007/s11858-025-01680-5

Maulani, V. A., Muslim, S. R., & Apiati, V. (2022). Analisis Kemampuan Pemodelan Matematika Ditinjau dari Gaya Berpikir Gregorc. Jurnal Kongruen, 1(3), 266–271. https://jurnal.unsil.ac.id/index.php/kongruen

Misbahuddin, M., Sufyadi, S., & Rini, S. (2025). Pemanfaatan Gimkit sebagai Sarana Gamification untuk Meningkatkan Minat Siswa dalam Pembelajaran. JIIP: Jurnal Ilmiah Ilmu Pendidikan, 8(8), 9610–9615. https://doi.org/10.54371/jiip.v8i8.9025

Nieveen, N. (1999). Prototyping to Reach Product Quality. In Design Approaches and Tools in Education and Training (pp. 125–135). Kluwer Academic Publishers.

Riemer, P., & Greefrath, G. (2026). Developing Students’ Modelling Competency Through Digital Tools: A Systematic Review of Current Research. Digital Experiences in Mathematics Education. https://doi.org/10.1007/s40751-026-00201-7

Spooner, K. (2024). What does Mathematical Modelling Have to Offer Mathematics Education? Insights from Students’ Perspectives on Mathematical Modelling. International Journal of Mathematical Education in Science and Technology, 55(3), 615–627. https://doi.org/10.1080/0020739X.2021.2009052

Sugiyono. (2017). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.

Thohari, F. L., Ratnaningsih, N., & Rahayu, D. V. (2024). Analisis Kesulitan Siswa dalam Menyelesaikan Soal Cerita Berbasis Pemecahan Masalah Materi SPLTV. ARITMATIKA: Jurnal Riset Pendidikan Matematika, 5(1), 14–25. https://doi.org/10.35719/aritmatika.v5i1.270

Waruwu, M. (2024). Metode Penelitian dan Pengembangan (R&D): Konsep, Jenis, Tahapan dan Kelebihan. Jurnal Ilmiah Profesi Pendidikan, 9(2), 1220–1230. https://doi.org/10.29303/jipp.v9i2.2141

Zakyanto, M. D. A., & Wintarti, A. (2022). Pengembangan Game Edukasi Berbasis Android sebagai Suplemen Pembelajaran pada Materi Perbandingan. MATHEdunesa, 11(1), 1–11. https://doi.org/10.26740/mathedunesa.v11n1.p1-11




DOI: https://doi.org/10.15548/mej.v10i2.14763

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Author

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

Sinta 2
Accredited Sinta 2 Starting from Vol. 8 No. 2 (2024) until Vol. 13 No. 1 (2029)
Math Educa Journal
Mathematics Education Department | FTK UIN Imam Bonjol Padang

Jl. Prof. Mahmud Yunus Lubuk Lintah, Anduring, Kec. Kuranji, Kota Padang, Sumatera Barat 25153

Email: [email protected]
p-ISSN: 2580-6726 | e-ISSN: 2598-2133