ANALISIS KEBUTUHAN E-LKPD MATEMATIKA BERBASIS GAMIFIKASI DENGAN PENDEKATAN DEEP LEARNING BAGI SISWA KELAS XI

Authors

  • Rully Nur Aini Universitas Widya Dharma
  • Septiana Wijayanti Pendidikan Matematika, Universitas Widya Dharma Klaten
  • Niken Retnowati Pendidikan Matematika, Universitas Widya Dharma Klaten

DOI:

https://doi.org/10.54840/juwita.v4i2.486

Abstract

mathematics learning. One way to meet this challenge is through E-LKPD using a gamification and deep learning approach. The purpose of this study was to determine the need for gamification-based E-LKPD with a deep learning approach at Klaten 3 Public High School for 11th grade students. A quantitative approach was conducted by giving questionnaires to 25 11th grade science students and a qualitative approach by conducting interviews. Both approaches were conducted on research subjects represented by 25 11th grade science students and one mathematics teacher. The results showed that 85% of grade XI students at SMA Negeri 3 Klaten were ready to implement digital learning, 87% of students wanted to use E-LKPD, 86% of students accepted gamification, and 97% of students said they wanted to use the deep learning approach. In addition, 96% of students expressed difficulty in understanding mathematics, especially abstract concepts. All these factors indicate that gamified E-LKPD with a deep learning approach is an effective solution to improve students' motivation, understanding, and mathematical abilities. This research will contribute to the modernization of learning media for students, development that is more in line with students, and to adapting the independent curriculum.

 

Published

2025-12-29

How to Cite

Nur Aini, R., Wijayanti , S., & Retnowati, N. (2025). ANALISIS KEBUTUHAN E-LKPD MATEMATIKA BERBASIS GAMIFIKASI DENGAN PENDEKATAN DEEP LEARNING BAGI SISWA KELAS XI. WIDYA DIDAKTIKA - Jurnal Ilmiah Kependidikan, 4(2), 95–101. https://doi.org/10.54840/juwita.v4i2.486