Main Article Content
Abstract
Mathematical literacy is a fundamental skill that enables students to solve real-life problems, think critically, and make informed decisions across various contexts. Its absence can impede students' academic success and limit their ability to address challenges in a technology-driven world, underscoring the importance of this research in enhancing their future opportunities. A significant factor contributing to this issue is the inadequate implementation of teaching practices that support mathematical literacy in schools. To address this challenge, this study aims to develop a valid, practical, and impactful mathematical literacy learning environment for junior high school students using educational game assistance. A design research method with a developmental research approach was employed, consisting of three stages: the preliminary stage, prototype development, and evaluation. The data were analyzed through qualitative descriptive analysis. This study developed a mathematical literacy learning environment leveraging educational game technology to enhance student learning. The environment was validated in terms of content, construct, and language aspects, deemed practical for its ease of use, accessibility, flexibility, and alignment with learning objectives, and evaluated for its potential impact based on Guskey's five-levels framework. The results highlight its potential impact on improving mathematical literacy and addressing the challenges posed by inadequate teaching practices in schools. This research underscores the importance of integrating innovative educational tools to better prepare students for success in a technology-driven world.
Keywords
Article Details
Copyright (c) 2025 Ida Hamidah, Zulkardi, Ratu Ilma Indra Putri, Surya Amami Pramuditya
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References
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- Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers and Education, 200(February), 104806. https://doi.org/10.1016/j.compedu.2023.104806
- Azzumar, F., & Rosjanuardi, R. (2024). Development of an Evaluation Tool for Mathematical Communication Based on RPG Educational Games. The Eurasia Proceedings of Educational and Social Sciences, 35(2015), 134–144. https://doi.org/10.55549/epess.809
- Bakker, A. (2018). Design research in education. In IEE Colloquium (Digest) (Issue 68). https://doi.org/10.1049/ic:19990398
- Bohlmann, N., & Benölken, R. (2020). Complex tasks: Potentials and pitfalls. Mathematics, 8(10), 1–19. https://doi.org/10.3390/math8101780
- Bolstad, O. H. (2020). Secondary teachers’ operationalisation of mathematical literacy. European Journal of Science and Mathematics Education, 8(3), 115–135. https://doi.org/10.30935/scimath/9551
- Bolstad, O. H. (2023). Lower secondary students’ encounters with mathematical literacy. Mathematics Education Research Journal, 35(1), 237–253. https://doi.org/10.1007/s13394-021-00386-7
- Dai, C. P., Ke, F., Pan, Y., & Liu, Y. (2023). Exploring students’ learning support use in digital game-based math learning: A mixed-methods approach using machine learning and multi-cases study. Computers and Education, 194(November 2022), 104698. https://doi.org/10.1016/j.compedu.2022.104698
- Efriani, A., Zulkardi, Putri, R. I. I., & Aisyah, N. (2023). Developing a learning environment based on science, technology, engineering, and mathematics for pre-service teachers of early childhood teacher education. Journal on Mathematics Education, 14(4), 647–662. https://doi.org/10.22342/jme.v14i4.pp647-662
- Fauziah, A., & Pandra, V. (2023). Developing PISA-like Mathematics Tasks in Musi Rawas Regency Contexts using Lesson Study. Jurnal Pendidikan Matematika, 17(3), 279–296. Retrieved from https://jpm.ejournal.unsri.ac.id/index.php/jpm/article/view/149
- Fowler, S., Cutting, C., Fiedler, S. H. D., & Leonard, S. N. (2023). Design-based research in mathematics education: trends, challenges and potential. Mathematics Education Research Journal, 35(3), 635–658. https://doi.org/10.1007/s13394-021-00407-5
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- Guskey, T. R. (2016). Gauge Impact with 5 levels of Data. Journal of Standards and Development, 37(1), 32–37. www.learningforward.org
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- Gustiningsi, T., Putri, R. I. I., & Hapizah, Z. (2024). LEPscO: Mathematical literacy learning environment for the Guru Penggerak program. Journal on Mathematics Education, 15(2), 661–682. https://doi.org/10.22342/jme.v15i2.pp661-682
- Heng, T. T., & Song, L. (2023). At the intersection of educational change and borrowing: teachers implementing learner-centred education in Singapore. Compare, 53(2), 305–323. https://doi.org/10.1080/03057925.2021.1910014
- Hidayat, W., Rohaeti, E. E., Hamidah, I., & Putri, R. I. I. (2023). How can android-based trigonometry learning improve the math learning process? Frontiers in Education, 7(January), 1–13. https://doi.org/10.3389/feduc.2022.1101161
- Indariani, A., Ayni, N., Pramuditya, S. A., & Noto, M. S. (2019). Mathematics Digital Book Technology and Its Potential Application in Distance Learning [in Bahasa]. JNPM (Jurnal Nasional Pendidikan Matematika), 3(1), 1. https://doi.org/10.33603/jnpm.v3i1.1870
- Jackson, C., Mohr-Schroeder, M. J., Bush, S. B., Maiorca, C., Roberts, T., Yost, C., & Fowler, A. (2021). Equity-Oriented Conceptual Framework for K-12 STEM literacy. International Journal of STEM Education, 8(1). https://doi.org/10.1186/s40594-021-00294-z
- Kustyarini, K., Utami, S., & Koesmijati, E. (2020). the Importance of Interactive Learning Media in a New Civilization Era. European Journal of Open Education and E-Learning Studies, 5(2), 48–60. https://doi.org/10.46827/ejoe.v5i2.3298
- Maslihah, S., Waluya, S. B., Rochmad, Kartono, Karomah, N., & Iqbal, K. (2021). Increasing mathematical literacy ability and learning independence through problem-based learning model with realistic mathematic education approach. Journal of Physics: Conference Series, 1918(4). https://doi.org/10.1088/1742-6596/1918/4/042123
- Miftah, R., Herman, T., & Kurniawati, L. (2021). Students’ Thinking Process in Solving Mathematical Literacy Problem Based on Cognitive Style. Advances in Mathematics: Scientific Journal, 10(4), 1857–1869. https://doi.org/10.37418/amsj.10.4.2
- Musrifah, M. (2018). Wisata Religi Makam Gunung Jati Cirebon Sebagai Budaya Dan Media Spiritual. Wahana Akademika: Jurnal Studi Islam Dan Sosial, 5(1), 101. https://doi.org/10.21580/wa.v5i1.2565
- Nortvedt, G. A., & Wiese, E. (2020). Numeracy and migrant students: a case study of secondary level mathematics education in Norway. ZDM - Mathematics Education, 52(3), 527–539. https://doi.org/10.1007/s11858-020-01143-z
- Nurjanah, A., Saputra, D. C., Garuda, J., & Sleman, K. (2023). Mathematical Literacy Skills : A Survey in Secondary Schools. 4(1), 35–49. https://doi.org/10.34312/jmathedu.v4i1.18776
- Nusantara, D. S., Zulkardi, & Putri, R. I. I. (2020). Designing PISA-like mathematics problem in covid-19 pandemic (PISAComat). Journal of Physics: Conference Series, 1657(1). https://doi.org/10.1088/1742-6596/1657/1/012057
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- Ojose, B. (2011). Mathematics Literacy: Are We Able To Put The Mathematics We Learm Into Everyday Use. Journal Of Mathematics Education, 4(1), 89–100. https://www.academia.edu/34467706/Mathematics_Literacy_Are_We_Able_To_Put_The_Mathematics_We_Learn_Into_Everyday_Use
- Phillips, R., McNaught, C., & Kennedy, G. (2010). Towards a generalised conceptual framework for learning : the Learning Environment , Learning Processes and Learning Outcomes ( LEPO ) framework. Proceedings of the 22nd Annual World Conference on Educational Multimedia Hypermedia Telecommunications Toronto Canada 28 June–2 July, 2010(July 2010), 2495–2504. https://doi.org/10.4324/9780203813362-3
- Plomp, T., & Nieveen, N. (2010). An introduction to educational design research. https://ris.utwente.nl/ws/portalfiles/portal/14472302/Introduction_20to_20education_20design_20research.pdf
- Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53–60. https://doi.org/10.29333/aje.2019.426a
- Putri, R. I. I., & Zulkardi. (2020). Designing pisa-like mathematics task using. Journal on Mathematics Education, 11(1), 135–144. https://doi.org/10.22342/jme.11.1.9786.135-144
- Rachmadtullah, R., Zulela, M. S., & Sumantri, M. S. (2018). Development of computer-based interactive multimedia: Study on learning in elementary education. International Journal of Engineering and Technology(UAE), 7(4), 2035–2038. https://doi.org/10.14419/ijet.v7i4.16384
- Rahayu, M. S. I., & Kuswanto, H. (2021). The effectiveness of the use of the android-based carom games comic integrated to discovery learning in improving critical thinking and mathematical representation abilities. Journal of Technology and Science Education, 11(2), 270–283. https://doi.org/10.3926/JOTSE.1151
- Utami, R. P., Zulkardi, & Putri, R. I. I. (2023). Students’ Critical Thinking Skills in Solving PISA-Like Questions in the Context of the Jakabaring Palembang Tourism. Journal of Mathematics Education, 17(2), 135–148. Retrieved from https://doi.org/10.22342/jpm.17.2.19371.135-148
- Saputra, D., Haryani, Meilinda, E., & Sidauruk, J. (2024). Rpg Based Educational Game on Basic Arithmetic Using the Mdlc Method. Journal of Engineering and Technology for Industrial Applications, 10(47), 115–123. https://doi.org/10.5935/jetia.v10i47.1112
- Satria, V. H., & Herumurti, D. (2021). Role-Playing Game as Learning Media To Support Online Learning. Journal of Education Technology, 5(4), 579. https://doi.org/10.23887/jet.v5i4.39718
- Sitopu, J. W., Khairani, M., Roza, M., Judijanto, L., & Aslan. (2024). the Importance of Integrating Mathematical Literacy in the Primary Education Curriculum : a Literature Review. Journal of Information Systems and Management (JISMA), 2(1), 121–134. http://injotel.org/index.php/12/article/view/54
- Susanta, A., Sumardi, H., Susanto, E., & Retnawati, H. (2023). Mathematics literacy task on number pattern using Bengkulu context for junior high school students. Journal on Mathematics Education, 14(1), 85–102. https://doi.org/10.22342/jme.v14i1.pp85-102
- Tepho, S., & Srisawasdi, N. (2023). Assessing Impact of Tablet-Based Digital Games on Mathematics Learning Performance †. Engineering Proceedings, 38(1). https://doi.org/10.3390/engproc2023038041
- Tessmer, M. (2019). Planning and Conducting Formative Evaluation. Sustainability (Switzerland), 11(1), 1–14. https://doi.org/10.4324/9780203061978
- Wibawanto, W. (2020). Game Edukasi RPG (Role Playing Game). In Lppm Unnes (Issue July). https://www.researchgate.net/publication/340233496_GAME_EDUKASI_RPG_ROLE_PLAYING_GAME
- Winardy, G. C. B., & Septiana, E. (2023). Role, play, and games: Comparison between role-playing games and role-play in education. Social Sciences and Humanities Open, 8(1), 100527. https://doi.org/10.1016/j.ssaho.2023.100527
- Yusuf, A., & Pattisahusiwa, E. (2020). Teacher’S Strategies To Create a Conducive Learning Environment in the Ron Clark Story Movie. Prosodi, 14(2), 87–98. https://doi.org/10.21107/prosodi.v14i2.8760
- Zulkardi. (2002). Developing A Learning Environment On Realistic Mathematics Education For Indonesian Student Teachers. PrintPartners Ipskamp, 1–218. https://repository.unsri.ac.id/6353/%0Ahttps://repository.unsri.ac.id/6353/1/thesis_Zulkardi.pdf
- Zulkardi, & Putri, R. I. I. (2020). Supporting Mathematics Teachers to Develop Jumping Task Using PISA Framework (JUMPISA). Mathematics Education Journal, 14(2), 199–210. https://doi.org/10.22342/jpm.14.2.12115.199-210
- Zulkardi, Z., & Kohar, A. W. (2018). Designing PISA-Like Mathematics Tasks in Indonesia: Experiences and Challenges. Journal of Physics: Conference Series, 947(1). https://doi.org/10.1088/1742-6596/947/1/012015
References
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Agustina, I. H., Hindersah, H., Chofyan, I., Sevillia, K. A., & Matondan, C. (2024). The suitability of Joyo Kusumo stadium park for the concept of a child-friendly city park on physical elements [In Bahasa]. Region : Jurnal Pembangunan Wilayah Dan Perencanaan Partisipatif, 19(1), 162. https://doi.org/10.20961/region.v19i1.63646
Ahyan, S., Zulkardi, & Darmawijoyo. (2014). Developing mathematics problems based on pisa level of change and relationships content. Journal on Mathematics Education, 5(1), 47–56. https://doi.org/10.22342/jme.5.1.1448.47-56
Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers and Education, 200(February), 104806. https://doi.org/10.1016/j.compedu.2023.104806
Azzumar, F., & Rosjanuardi, R. (2024). Development of an Evaluation Tool for Mathematical Communication Based on RPG Educational Games. The Eurasia Proceedings of Educational and Social Sciences, 35(2015), 134–144. https://doi.org/10.55549/epess.809
Bakker, A. (2018). Design research in education. In IEE Colloquium (Digest) (Issue 68). https://doi.org/10.1049/ic:19990398
Bohlmann, N., & Benölken, R. (2020). Complex tasks: Potentials and pitfalls. Mathematics, 8(10), 1–19. https://doi.org/10.3390/math8101780
Bolstad, O. H. (2020). Secondary teachers’ operationalisation of mathematical literacy. European Journal of Science and Mathematics Education, 8(3), 115–135. https://doi.org/10.30935/scimath/9551
Bolstad, O. H. (2023). Lower secondary students’ encounters with mathematical literacy. Mathematics Education Research Journal, 35(1), 237–253. https://doi.org/10.1007/s13394-021-00386-7
Dai, C. P., Ke, F., Pan, Y., & Liu, Y. (2023). Exploring students’ learning support use in digital game-based math learning: A mixed-methods approach using machine learning and multi-cases study. Computers and Education, 194(November 2022), 104698. https://doi.org/10.1016/j.compedu.2022.104698
Efriani, A., Zulkardi, Putri, R. I. I., & Aisyah, N. (2023). Developing a learning environment based on science, technology, engineering, and mathematics for pre-service teachers of early childhood teacher education. Journal on Mathematics Education, 14(4), 647–662. https://doi.org/10.22342/jme.v14i4.pp647-662
Fauziah, A., & Pandra, V. (2023). Developing PISA-like Mathematics Tasks in Musi Rawas Regency Contexts using Lesson Study. Jurnal Pendidikan Matematika, 17(3), 279–296. Retrieved from https://jpm.ejournal.unsri.ac.id/index.php/jpm/article/view/149
Fowler, S., Cutting, C., Fiedler, S. H. D., & Leonard, S. N. (2023). Design-based research in mathematics education: trends, challenges and potential. Mathematics Education Research Journal, 35(3), 635–658. https://doi.org/10.1007/s13394-021-00407-5
Guskey, T. R. (2002). Does it make a difference? Evaluating professional development. Educational Leadership, 59(6), 45–51. https://tguskey.com/wp-content/uploads/Professional-Learning-4-Evaluating-Professional-Development.pdf
Guskey, T. R. (2016). Gauge Impact with 5 levels of Data. Journal of Standards and Development, 37(1), 32–37. www.learningforward.org
Guskey, T. R. (2023). Does It Make A Difference ? Assessing Continuing Education (CR de ST Borges, Trans.; GM Moriconi, Rev. tech.). Studies in Educational Assessment, 34(2002), 1–13. https://doi.org/https://doi.org/10.18222/eae.v34.10106.
Gustiningsi, T., Putri, R. I. I., & Hapizah, Z. (2024). LEPscO: Mathematical literacy learning environment for the Guru Penggerak program. Journal on Mathematics Education, 15(2), 661–682. https://doi.org/10.22342/jme.v15i2.pp661-682
Heng, T. T., & Song, L. (2023). At the intersection of educational change and borrowing: teachers implementing learner-centred education in Singapore. Compare, 53(2), 305–323. https://doi.org/10.1080/03057925.2021.1910014
Hidayat, W., Rohaeti, E. E., Hamidah, I., & Putri, R. I. I. (2023). How can android-based trigonometry learning improve the math learning process? Frontiers in Education, 7(January), 1–13. https://doi.org/10.3389/feduc.2022.1101161
Indariani, A., Ayni, N., Pramuditya, S. A., & Noto, M. S. (2019). Mathematics Digital Book Technology and Its Potential Application in Distance Learning [in Bahasa]. JNPM (Jurnal Nasional Pendidikan Matematika), 3(1), 1. https://doi.org/10.33603/jnpm.v3i1.1870
Jackson, C., Mohr-Schroeder, M. J., Bush, S. B., Maiorca, C., Roberts, T., Yost, C., & Fowler, A. (2021). Equity-Oriented Conceptual Framework for K-12 STEM literacy. International Journal of STEM Education, 8(1). https://doi.org/10.1186/s40594-021-00294-z
Kustyarini, K., Utami, S., & Koesmijati, E. (2020). the Importance of Interactive Learning Media in a New Civilization Era. European Journal of Open Education and E-Learning Studies, 5(2), 48–60. https://doi.org/10.46827/ejoe.v5i2.3298
Maslihah, S., Waluya, S. B., Rochmad, Kartono, Karomah, N., & Iqbal, K. (2021). Increasing mathematical literacy ability and learning independence through problem-based learning model with realistic mathematic education approach. Journal of Physics: Conference Series, 1918(4). https://doi.org/10.1088/1742-6596/1918/4/042123
Miftah, R., Herman, T., & Kurniawati, L. (2021). Students’ Thinking Process in Solving Mathematical Literacy Problem Based on Cognitive Style. Advances in Mathematics: Scientific Journal, 10(4), 1857–1869. https://doi.org/10.37418/amsj.10.4.2
Musrifah, M. (2018). Wisata Religi Makam Gunung Jati Cirebon Sebagai Budaya Dan Media Spiritual. Wahana Akademika: Jurnal Studi Islam Dan Sosial, 5(1), 101. https://doi.org/10.21580/wa.v5i1.2565
Nortvedt, G. A., & Wiese, E. (2020). Numeracy and migrant students: a case study of secondary level mathematics education in Norway. ZDM - Mathematics Education, 52(3), 527–539. https://doi.org/10.1007/s11858-020-01143-z
Nurjanah, A., Saputra, D. C., Garuda, J., & Sleman, K. (2023). Mathematical Literacy Skills : A Survey in Secondary Schools. 4(1), 35–49. https://doi.org/10.34312/jmathedu.v4i1.18776
Nusantara, D. S., Zulkardi, & Putri, R. I. I. (2020). Designing PISA-like mathematics problem in covid-19 pandemic (PISAComat). Journal of Physics: Conference Series, 1657(1). https://doi.org/10.1088/1742-6596/1657/1/012057
OECD. (2023a). PISA 2022 Results. In Factsheets: Vol. II. https://www.oecd-ilibrary.org/education/pisa-2022-results-volume-i_53f23881-en%0Ahttps://www.oecd.org/publication/pisa-2022-results/country-notes/germany-1a2cf137/
OECD. (2023b). Pisa 2025 Science Framework. May 2023, 1–93. https://pisa-framework.oecd.org/science-2025/
OECD. (2023c). Program For International Student (PISA) 2022 Assessment and Analytical Framework. In OECD (Organisation for Economic Co-operation and Development) Publishing. https://www.oecd-ilibrary.org/education/pisa-2022-assessment-and-analytical-framework_dfe0bf9c-en
Ojose, B. (2011). Mathematics Literacy: Are We Able To Put The Mathematics We Learm Into Everyday Use. Journal Of Mathematics Education, 4(1), 89–100. https://www.academia.edu/34467706/Mathematics_Literacy_Are_We_Able_To_Put_The_Mathematics_We_Learn_Into_Everyday_Use
Phillips, R., McNaught, C., & Kennedy, G. (2010). Towards a generalised conceptual framework for learning : the Learning Environment , Learning Processes and Learning Outcomes ( LEPO ) framework. Proceedings of the 22nd Annual World Conference on Educational Multimedia Hypermedia Telecommunications Toronto Canada 28 June–2 July, 2010(July 2010), 2495–2504. https://doi.org/10.4324/9780203813362-3
Plomp, T., & Nieveen, N. (2010). An introduction to educational design research. https://ris.utwente.nl/ws/portalfiles/portal/14472302/Introduction_20to_20education_20design_20research.pdf
Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53–60. https://doi.org/10.29333/aje.2019.426a
Putri, R. I. I., & Zulkardi. (2020). Designing pisa-like mathematics task using. Journal on Mathematics Education, 11(1), 135–144. https://doi.org/10.22342/jme.11.1.9786.135-144
Rachmadtullah, R., Zulela, M. S., & Sumantri, M. S. (2018). Development of computer-based interactive multimedia: Study on learning in elementary education. International Journal of Engineering and Technology(UAE), 7(4), 2035–2038. https://doi.org/10.14419/ijet.v7i4.16384
Rahayu, M. S. I., & Kuswanto, H. (2021). The effectiveness of the use of the android-based carom games comic integrated to discovery learning in improving critical thinking and mathematical representation abilities. Journal of Technology and Science Education, 11(2), 270–283. https://doi.org/10.3926/JOTSE.1151
Utami, R. P., Zulkardi, & Putri, R. I. I. (2023). Students’ Critical Thinking Skills in Solving PISA-Like Questions in the Context of the Jakabaring Palembang Tourism. Journal of Mathematics Education, 17(2), 135–148. Retrieved from https://doi.org/10.22342/jpm.17.2.19371.135-148
Saputra, D., Haryani, Meilinda, E., & Sidauruk, J. (2024). Rpg Based Educational Game on Basic Arithmetic Using the Mdlc Method. Journal of Engineering and Technology for Industrial Applications, 10(47), 115–123. https://doi.org/10.5935/jetia.v10i47.1112
Satria, V. H., & Herumurti, D. (2021). Role-Playing Game as Learning Media To Support Online Learning. Journal of Education Technology, 5(4), 579. https://doi.org/10.23887/jet.v5i4.39718
Sitopu, J. W., Khairani, M., Roza, M., Judijanto, L., & Aslan. (2024). the Importance of Integrating Mathematical Literacy in the Primary Education Curriculum : a Literature Review. Journal of Information Systems and Management (JISMA), 2(1), 121–134. http://injotel.org/index.php/12/article/view/54
Susanta, A., Sumardi, H., Susanto, E., & Retnawati, H. (2023). Mathematics literacy task on number pattern using Bengkulu context for junior high school students. Journal on Mathematics Education, 14(1), 85–102. https://doi.org/10.22342/jme.v14i1.pp85-102
Tepho, S., & Srisawasdi, N. (2023). Assessing Impact of Tablet-Based Digital Games on Mathematics Learning Performance †. Engineering Proceedings, 38(1). https://doi.org/10.3390/engproc2023038041
Tessmer, M. (2019). Planning and Conducting Formative Evaluation. Sustainability (Switzerland), 11(1), 1–14. https://doi.org/10.4324/9780203061978
Wibawanto, W. (2020). Game Edukasi RPG (Role Playing Game). In Lppm Unnes (Issue July). https://www.researchgate.net/publication/340233496_GAME_EDUKASI_RPG_ROLE_PLAYING_GAME
Winardy, G. C. B., & Septiana, E. (2023). Role, play, and games: Comparison between role-playing games and role-play in education. Social Sciences and Humanities Open, 8(1), 100527. https://doi.org/10.1016/j.ssaho.2023.100527
Yusuf, A., & Pattisahusiwa, E. (2020). Teacher’S Strategies To Create a Conducive Learning Environment in the Ron Clark Story Movie. Prosodi, 14(2), 87–98. https://doi.org/10.21107/prosodi.v14i2.8760
Zulkardi. (2002). Developing A Learning Environment On Realistic Mathematics Education For Indonesian Student Teachers. PrintPartners Ipskamp, 1–218. https://repository.unsri.ac.id/6353/%0Ahttps://repository.unsri.ac.id/6353/1/thesis_Zulkardi.pdf
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