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Enhancing 3D geometry learning: A differentiated educational game approach

Infinity Journal · Vol. 14 No. 4 (2025) · hlm. 1043–1064

DOI
10.22460/infinity.v14i4.p1043-1064
ISSN
2460-9285, 2089-6867
Terbit
2025-11-03
Penerbit
IKIP Siliwangi Bandung
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

This study aims to develop and evaluate a differentiated educational game to enhance junior high school students’ understanding and engagement in learning three-dimensional geometry. Using a Research and Development (R&D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), a game titled “Five Dragon Balls” was designed with RPG Maker MV to accommodate diverse learning styles—visual, auditory, and kinesthetic. The participants were 25 eighth-grade students from a public junior high school in Cirebon Regency, Indonesia. Data were collected through observation, interviews, and documentation, then analyzed using inductive thematic analysis. Expert validation indicated high content and media validity (88.5% and 87.3%, respectively). Classroom implementation revealed improvements in students’ conceptual understanding, motivation, and participation. Visual learners benefited from 3D representations, auditory learners from narration and cues, and kinesthetic learners from interactive exploration. The results demonstrate that a differentiated game-based learning approach can effectively support inclusive, engaging, and conceptually meaningful mathematics learning. This study contributes a practical framework for integrating differentiated instruction principles into digital learning environments that align with the Merdeka Curriculum and 21st-century educational goals.

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16 penulis · 36 tautan kepenulisan bersama · 10 lintas organisasi

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  • Universitas Swadaya Gunung Jati
  • Sriwijaya University
  • Universitas Muhammadiyah Jakarta
  • Indonesia University of Education
  • IKIP Siliwangi
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
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Rekan penulisOrganisasiArtikel bersama
Ida HamidahIndonesia University of Education3
Muchamad Subali NotoUniversitas Swadaya Gunung Jati3
Yudrick Maulana FiqriUniversitas Swadaya Gunung Jati2
Ratu Ilma Indra PutriSriwijaya University1
ZulkardiSriwijaya University1
Wahyu HidayatIKIP Siliwangi1
Risnina WafiqohAfiliasi tidak diketahui1
Fuji AzzumarUniversitas Swadaya Gunung Jati1
Surya Amami PramudityaAfiliasi tidak diketahui1
Atina Sabila KhodijahAfiliasi tidak diketahui1
Sri AsnawatiAfiliasi tidak diketahui1
Sri AsnawatiUniversitas Swadaya Gunung Jati1
Atina Sabila KhodijahUniversitas Swadaya Gunung Jati1

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Sumber metadata: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2460-9285/works, pertama di-harvest 28 Okt 2026, terakhir terlihat 8 Nov 2026.
Metadata sebagai oai_dc, dikonversi dari Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Enhancing 3D geometry learning: A differentiated educational game approach</dc:title><dc:creator>Pramuditya, Surya Amami</dc:creator><dc:creator>Widiyasari, Ririn</dc:creator><dc:creator>Fitriadi, Pipin</dc:creator><dc:description>&lt;jats:p&gt;This study aims to develop and evaluate a differentiated educational game to enhance junior high school students’ understanding and engagement in learning three-dimensional geometry. Using a Research and Development (R&amp;amp;D) approach with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), a game titled “Five Dragon Balls” was designed with RPG Maker MV to accommodate diverse learning styles—visual, auditory, and kinesthetic. The participants were 25 eighth-grade students from a public junior high school in Cirebon Regency, Indonesia. Data were collected through observation, interviews, and documentation, then analyzed using inductive thematic analysis. Expert validation indicated high content and media validity (88.5% and 87.3%, respectively). Classroom implementation revealed improvements in students’ conceptual understanding, motivation, and participation. Visual learners benefited from 3D representations, auditory learners from narration and cues, and kinesthetic learners from interactive exploration. The results demonstrate that a differentiated game-based learning approach can effectively support inclusive, engaging, and conceptually meaningful mathematics learning. This study contributes a practical framework for integrating differentiated instruction principles into digital learning environments that align with the Merdeka Curriculum and 21st-century educational goals.&lt;/jats:p&gt;</dc:description><dc:publisher>IKIP Siliwangi Bandung</dc:publisher><dc:date>2025-11-03</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:identifier>https://doi.org/10.22460/infinity.v14i4.p1043-1064</dc:identifier><dc:identifier>10.22460/infinity.v14i4.p1043-1064</dc:identifier><dc:source>Infinity Journal; Vol 14 No 4 (2025); 1043-1064</dc:source><dc:source>2460-9285</dc:source><dc:source>2089-6867</dc:source><dc:rights>https://creativecommons.org/licenses/by-sa/4.0</dc:rights></oai_dc:dc>