Article
Development of Augmented Reality Learning Media–Gamification Based on Leveling Mechanisms to Strengthen Students' Problem Solving Skills
Jurnal Amal Pendidikan, Vol. 7 No. 1 (2026), hlm. 66–78
Abstrak
Mathematics learning still faces various challenges, especially low learning motivation and problem-solving skills among students. Abstract material and less interactive learning cause suboptimal student engagement. This study aims to develop Augmented Reality (AR)-based mathematics learning media integrated with gamification to facilitate problem-solving skills among seventh-grade students. This study is a Research and Development (R&D) study with seventh-grade students at a public junior high school in Kendari City as respondents. The development model used is Lee & Owens, which includes the stages of analysis, design, development, implementation, and evaluation. The analysis stage focuses on learning needs, student characteristics, and technological readiness. The design stage includes the design of the learning flow, material structure, flowchart, and media storyboard. The development stage produced interactive and contextual AR learning media, which were then implemented and evaluated through feasibility, practicality, and effectiveness tests. The validation results showed a very high level of feasibility with a percentage of 89.6% for subject matter experts, 95.2% for media experts, 87.69% for design experts, and 93.3% for learning practitioners. The practicality test obtained a percentage of 84.8% in the very practical category. The post-test results showed an increase in students' problem-solving abilities with an average of 90.2% based on Polya's indicators and classical mastery reaching 100%. In general, gamified AR learning media is declared feasible, practical, and effective as an innovative alternative in the implementation of mathematics learning.