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Teachers' perceptions of student learning during educational role-playing game instruction: A phenomenographic study of grades 7–9 mathematics teachers

Infinity Journal · Vol. 15 No. 3 (2026) · hlm. 863–882

DOI
10.22460/infinity.v15i3.p863-882
ISSN
2460-9285, 2089-6867
Terbit
2026-08-04
Penerbit
IKIP Siliwangi Bandung
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

Educational role-playing games (RPGs) have been increasingly adopted in mathematics education because of their potential to support students' cognitive, affective, and social learning. However, previous studies have predominantly examined their effectiveness from the perspective of student outcomes, while relatively little is known about how teachers experience and interpret student learning during educational RPG instruction. This study aimed to explore the qualitatively different ways Grades 7–9 mathematics teachers experienced student learning in educational role-playing game environments using a phenomenographic approach. Thirty mathematics teachers participated in the broader educational RPG implementation program, from which five teachers representing diverse teaching experiences were purposively selected for in-depth phenomenographic interviews. Classroom observations, teacher reflection sheets, and student activity sheets were used to contextualize and support the interpretation of interview data. Data were analysed through iterative phenomenographic procedures to construct categories of description and an outcome space. The findings identified four qualitatively different ways teachers experienced student learning: (1) engagement and emotional involvement, (2) strategy use and procedural engagement, (3) conceptual understanding of algebra, and (4) integrated cognitive, emotional, and social development. These categories formed an outcome space representing increasing inclusiveness in teachers' ways of experiencing student learning. The study contributes to educational game research by demonstrating that the pedagogical value of educational RPGs depends not only on game design or student performance but also on how teachers recognise and interpret learning within classroom practice.

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20 penulis · 46 tautan kepenulisan bersama · 17 lintas organisasi

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  • Universitas Swadaya Gunung Jati
  • Pakuan University
  • Sriwijaya University
  • Indonesia University of Education
  • IKIP Siliwangi
  • Universitas Muhammadiyah Jakarta
  • The University of Kitakyushu
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
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Rekan penulisOrganisasiArtikel bersama
Muchamad Subali NotoUniversitas Swadaya Gunung Jati3
Yudrick Maulana FiqriUniversitas Swadaya Gunung Jati2
Ratu Ilma Indra PutriSriwijaya University2
ZulkardiSriwijaya University2
Wahyu HidayatIKIP Siliwangi2
Risnina WafiqohAfiliasi tidak diketahui2
Fuji AzzumarUniversitas Swadaya Gunung Jati1
Ririn WidiyasariUniversitas Muhammadiyah Jakarta1
Pipin FitriadiAfiliasi tidak diketahui1
Anna PermanasariPakuan University1
Indarini Dwi PursitasariPakuan University1
Toru MatsumotoThe University of Kitakyushu1
Annisa NurramadhaniPakuan University1
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
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