MDA Framework Approach for Gamification-Based Elementary Mathematics Learning Design

Syahrizal Dwi Putra, Verdi Yasin


Mathematics is currently one of the compulsory subjects taught in schools and the most difficult subject. By using the MDA Framework approach based on gamification, a visual game of building space was designed. The MDA Framework consists of mechanics, namely certain rules which will then generate dynamics which are the result of the interaction of mechanics with players which will then automatically create aesthetics or player responses. From the design results, it is known that the visual game of building space has followed the stages in the MDA framework and has achieved its goal, namely to provide a learning process about the volume of space building


Gamification in Education, MDA Framework, Mathematics Learning Design.

Full Text:



Y. Udjaja, V. S. Guizot, and N. Chandra, “Gamification for Elementary Mathematics Learning in Indonesia,†Int. J. Electr. Comput. Eng., vol. 8, no. 5, p. 3860, 2018.

OECD, “Programme for international student assessment (PISA) results from PISA 2018.,†Oecd, pp. 1–10, 2019.

M. M. Alhammad and A. M. Moreno, “Gamification in software engineering education: A systematic mapping,†J. Syst. Softw., vol. 141, pp. 131–150, 2018.

S. Kim, K. Song, B. Lockee, and J. Burton, Advances in Game-Based Learning Gamification in Learning and Education Enjoy Learning Like Gaming. 2018.

G. P. Kusuma, E. K. Wigati, Y. Utomo, and L. K. Putera Suryapranata, “Analysis of Gamification Models in Education Using MDA Framework,†Procedia Comput. Sci., vol. 135, pp. 385–392, 2018.

Y. Atif and C. Chou, “International Forum of Educational Technology & Society Digital Citizenship Innovations in Education , Practice , and Pedagogy Published by : International Forum of Educational Technology & Society Linked references are available on JSTOR for this article,†J. Educ. Technol. Soc., vol. 21, no. 1, pp. 152–154, 2018.

D. Kayimbaşioǧlu, B. Oktekin, and H. Haci, “Integration of Gamification Technology in Education,†Procedia Comput. Sci., vol. 102, no. August, pp. 668–676, 2016.

J. H. Nikoletta-Zampeta Legaki, Kostas Karpouzis, Vassilios Assimakopoulos, “Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course,†Technol. Forecast. Soc. Change, vol. 167, 2021.

L. M. Putz, F. Hofbauer, and H. Treiblmaier, “Can gamification help to improve education? Findings from a longitudinal study,†Comput. Human Behav., vol. 110, no. April, p. 106392, 2020.

B. Osatuyi, T. Osatuyi, and R. De La Rosa, “Systematic review of gamification research in is education: A multi-method approach,†Commun. Assoc. Inf. Syst., vol. 42, no. 1, pp. 95–124, 2018.

F. Marisa, T. M. Akhriza, A. L. Maukar, A. R. Wardhani, S. W. Iriananda, and M. Andarwati, “Gamifikasi (Gamification) Konsep dan Penerapan,†JOINTECS (Journal Inf. Technol. Comput. Sci., vol. 5, no. 3, p. 219, 2020.

J. Naylor, “A new model for game design: Moving beyond the ‘Mechanics, Dynamics, Aesthetics’ framework,†, 2018. [Online]. Available: [Accessed: 15-May-2021].


Article Metrics

Abstract view : 588 times
PDF - 334 times


  • There are currently no refbacks.

Copyright (c) 2021 Syahrizal Dwi Putra, Verdi Yasin

International Journal of Engineering, Science and Information Technology (IJESTY) eISSN 2775-2674