The influence of gamification-based learning media using Genially and Educaplay on elementary school students' interest in learning mathematics

Sri Rahayu, Diana Wulandari, Taufik Rachman, Sevina Dwi Permata Putri

Abstract


Students master the basic concepts of mathematical operations, namely addition, subtraction, division, and multiplication, to help solve problems in everyday life. However, in practice, most students show a reluctance to participate in mathematics. This is in line with the opinion of Antoro et al. (2023), who stated that many students still view mathematics as a difficult, confusing, and even boring subject. This has resulted in a decline in student interest in mathematics. This study aims to determine the effect of gamification-based learning media using Genially and Educaplay on elementary school students' interest in mathematics in addition and subtraction of integers. The method used was a quasi-experimental design with a One Group Pretest–Posttest Design model. There were 28 students in this study. The research instrument was a learning interest questionnaire administered before and after the treatment. The Shapiro–Wilk normality test showed that the pretest data were normally distributed (Sig = 0.522), while the posttest data were not normally distributed (Sig = 0.000), so the analysis was continued using the Wilcoxon Signed Rank Test. The Wilcoxon test results showed a Z value of -4.624 and Asymp. Sig (2-tailed) = 0.000 (<0.05), indicating a significant difference between learning interest scores before and after treatment. The average score increased from 56.86 to 77.46, indicating a significant increase in learning interest after using gamification-based learning media using Genially and Educaplay. Thus, gamification-based learning media using Genially and Educaplay have been proven to have a significant effect on elementary school students' interest in learning mathematics.

Keywords


gamifikasi; Genially; Educaplay; minat belajar.

Full Text:

PDF

References


Allia, S., Oktaviani, D., & Wafa, A. (2024). Penerapan media interaktif Genially untuk meningkatkan motivasi belajar siswa sekolah dasar. Jurnal Pendidikan Dasar, 12(2), 155–166.

Al Fuad, Z., & Zuraini. (2016). Faktor-faktor yang mempengaruhi minat belajar siswa kelas 1 SDN 7 Kute Panang: Jurnal Tunas Bangsa, 42-54.

Annisa, D. S., Azis, Z., & Azmi, M. B. (2025). Peningkatan minat belajar matematika siswa menggunakan educaplay melalui model pembelajaran problem base learning (PBL). Journal Mathematics Education Sigma [JMES], 6(1).

Antoro, B., Meilisa Amelia, M., Hakim, L., & Rozi, F. (2023). Inovasi Media Pembelajaran Matematika Menggunakan Puzzle untuk Meningkatkan Minat Belajar Siswa SDN 064024 Medan (Vol. 4, Nomor 1).

Aprilia, A., & Fitriana, D. N. (2022). Mindset awal siswa terhadap pembelajaran matematika yang sulit dan menakutkan. Journal Elmentary Education, 1(2), 28-40.

Arhasy, E. A., Ratnaningsih, N., & Hermanto, R. Prosiding Seminar Nasional Pendidikan Matematika Universitas Siliwangi.

Batitusta, R., & Hardinata, E. (2024). Efektivitas penggunaan media Educaplay terhadap hasil dan minat belajar siswa sekolah dasar. Jurnal Inovasi Pendidikan, 9(1), 45–57.

Brown, J. S., Collins, A. & Duguid, P. Situated cognition and the culture of learning. Educ. Res. 18 (1), 32–42. https://doi.org/10.31 02/0013189X018001032 (1989).

Faradila, S. P., & Aimah, S. (2018). Analisis penggunaan media pembelajaran untuk meningkatkan minat belajar siswa di SMA N 15 Semarang. In Prosiding Seminar Nasional Mahasiswa Unimus (Vol. 1).

Fatma, N. (2022). Penerapan media pembelajaran genially untuk meningkatkan hasil belajar ipa di sd muhammadiyah. Genderang Asa: Journal of Primary Education, 3(2), 50-59.

Fitri, S. F. N. (2021). Problematika kualitas pendidikan di Indonesia. Jurnal pendidikan tambusai, 5(1), 1617-1620.

Gubbels, J., van der Put, C. E., & Assink, M. (2019). Risk factors for school absenteeism and dropout: A meta-analytic review. J. Youth Adolesc., 48, 1637–1667

Hamid, A. S. R., Soeprianto, H., Turmuzi, M., & Arjudin, A. (2024). Efektivitas media pembelajaran software powtoon terhadap hasil belajar dan minat siswa pada materi Bangun Ruang Sisi Datar. Jurnal Pendidikan Mipa, 14(3), 693-701.

Han, S., & Johnson, M. (2019). The impact of gamification on student learning and engagement: A review of empirical research. Educational Technology Research and Development, 67(2), 445–470.

Hasan, M., Milawati, M., Darodjat, M., & DrTuti Khairani Harahap, M. (2021). Makna peran media dalam komunikasi dan pembelajaran. Media pembelajaran.

Hellín, C. J., Calles-Esteban, F., Valledor, A., Gómez, J., Otón-Tortosa, S., & Tayebi, A. (2023). Enhancing Student Motivation and Engagement through a Gamified Learning Environment. Sustainability, 15(19), 14119. https://doi.org/10.3390/su151914119

Isnaini, S. N., Firman, F., & Desyandri, D. (2023). Penggunaan media video pembelajaran dalam meningkatkan minat belajar matematika siswa di sekolah dasar. Alpen: Jurnal Pendidikan Dasar, 7(1), 42-51.

Jesan, S. M., Kurnisar, K., & Mutiara, T. M. (2024). Meningkatkan minat belajar peserta didik SMA pada mata pelajaran PPKN melalui media genially. Jurnal Educatio FKIP UNMA, 10(4).

Jun, M., & Lucas, T. (2024). Gamification elements and their impacts on education: A review. Multidisciplinary Reviews, 8(5), 2025155.

Keller, J. M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2–10.

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765–796. https://doi.org/10.1007/s11423-023-10337-7

Li, X. & Chu, S. K. W. Exploring the effects of gamification pedagogy on children’s reading: A mixed-method study on academic performance, reading‐related mentality and behaviors, and sustainability. Br. J. Educ. Technol. 52 (1), 160–178. https://doi.org/10. 1111/bjet.13057 (2021).

Mailani, E. (2015). Penerapan pembelajaran matematika yang menyenangkan. Elementary School Journal PGSD FIP Unimed, 1(1), 8-11.

Moto, MM (2019). Pengaruh penggunaan media pembelajaran dalam dunia pendidikan. Jurnal Pendidikan Dasar Indonesia , 3 (1), 20-28

Ni’mah, N. K., Warsiman, W., & Hermiati, T. (2022). Upaya meningkatkan minat belajar siswa melalui media Genially dalam pembelajaran daring Bahasa Indonesia pada siswa kelas X SMA Negeri 5 Malang. Jurnal Metamorfosa, 10(1), 1-10.

Nurjannah, N., Kaswar, A. B., & Kasim, E. W. (2021). Efektifitas gamifikasi dalam pembelajaran Matematika. Jurnal MathEdu (Mathematic Education Journal), 4(2), 189-193.

Putri, S. D. P., Rahayu, S., & Sesanti, N. R. (2025). Pengembangan media pembelajaran gamifikasi berbantuan genially dan educaplay dalam meningkatkan minat belajar siswa pada materi penjumlahan dan Pengurangan bilangan cacah. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(3), 578-597.

Skinner, B. F. (1953). Science and Human Behavior. New York: The Free Press.

Sirait, ED (2016). Pengaruh minat belajar terhadap prestasi belajar matematika. Formatif: Jurnal Ilmiah Pendidikan MIPA , 6 (1).

Sri Lestari Rahayu F. Penerapan game design document dalam perancangan game edukasi yang interaktif untuk menarik minat siswa dalam belajar: Jurnal penelitian dan pembelajaran matematika. c2018;192-204.

Syuhada, A., Rahmat, D., & Kusnadi, I. (2024). Gamifikasi dalam pembelajaran abad 21: Strategi meningkatkan motivasi dan keterlibatan siswa. Jurnal Teknologi Pendidikan, 18(1), 23–34.

Wafiqni, N., & Adelia, F. (2025). Analisis penggunaan media pembelajaran interaktif educaplay dalam meningkatkan minat belajar siswa sekolah dasar. Pratama: Jurnal Keilmuan dan Kependidikan Dasar , 17 (1), 69-80.




DOI: https://doi.org/10.17509/ijpe.v10i1.100361

Refbacks

  • There are currently no refbacks.


Copyright (c) 2026 Indonesian Journal of Primary Education

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

This Journal is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. 
©Indonesian Journal of Primary Education. ISSN: 2597-4866 (Online) dan 2599-2821 (Print).


Jalan Dadaha Nomor 18 Kota Tasikmalaya

Telepon (0265) 331860

Homepage http://pgsd-tasikmalaya.upi.edu/

Email [email protected]