Smart Class for Smart Kids: RME Innovation in Building
Meaningful Learning in Elementary Schools
Rahmi Hayati
1
, Edi Syahputra
1,2
and Edy Surya
1,2
1
Universitas Almuslim, Indonesia
2
Universitas Negeri Medan, Indonesia
Keywords: Smart Class_Smart Kids, RME, Gamification, Meaningful Learning, Elementary School.
Abstract: Mathematics learning in elementary schools is often considered abstract and uninteresting by students,
resulting in low motivation and learning outcomes. This study aims to examine the effectiveness of integrating
the Realistic Mathematics Education (RME) approach and gamification in the Smart Class model to improve
student learning outcomes, motivation, and engagement. The study was conducted for six weeks in a public
elementary school in Aceh Province, involving 60 students divided into two groups: experimental and control.
The experimental group followed the Smart Class model learning that integrates RME and gamification
elements, while the control group followed conventional learning. Data were collected through pretest and
posttest learning outcomes, learning motivation questionnaires, and observations of student engagement. The
results showed that the experimental group experienced an average increase in posttest scores from 54.8 to
84.7, with an N-gain of 0.66 (high category). The control group increased from 55.1 to 71.4, with an N-gain
of 0.42 (medium category). The Effect Size calculation (Cohen's d) showed a value of 1.05, which is included
in the large effect category. In addition, the average learning motivation score of students in the experimental
group reached 87.3 (very high category), compared to 72.6 (medium-high category) in the control group.
Observations showed that students in the experimental group were more active and engaged in learning. It
can be concluded that the integration of the RME and gamification approaches in the Smart Class model is
effective in improving student learning outcomes, motivation, and engagement in mathematics learning in
elementary schools.
1 INTRODUCTION
Learning in the 21st century faces complex and
multidimensional challenges. Amidst the rapid pace
of technological development and the rapid flow of
information, education is required to facilitate the
development of 21st-century competencies such as
critical thinking, creativity, collaboration, and
communication (Mhlongo et al., 2023), (Oke &
Fernandes, 2020). Elementary schools, as the initial
foundation of the entire formal education system,
play a crucial role in preparing students to become
adaptive, intelligent, and meaningful learners.
However, various studies and empirical observations
indicate that the learning process in elementary
schools still tends to be conventional, memorization-
oriented, lacking contextual experiences, and unable
to fully facilitate optimal student cognitive and
affective development.
Teachers often get caught up in a teacher-centered
approach, where students are merely passive
recipients of the lesson material (Ødegård & Solberg,
2024). Learning that is rigid, monotonous, and does
not touch on the real life context of students is one of
the causes of low interest in learning, intrinsic
motivation, and active involvement in the learning
process.(Woods & Copur-Gencturk, 2024). This
results in low learning outcomes and low literacy
skills for students. Elementary school students are in
Piaget's concrete-operational stage of development,
where they learn most effectively through direct
experience, social interaction, and activities that are
meaningful to their lives.
Responding to these challenges, learning
innovation is a necessity. Meaningful learning is
believed to be one approach capable of meeting the
needs of 21st-century learning (Herlinawati et al.,
2024), (Souza & Debs, 2024). According to Ausubel
in (Hidayatul Muamanah & Suyadi, 2020), Learning
264
Hayati, R., Syahputra, E. and Surya, E.
Smart Class for Smart Kids: RME Innovation in Building Meaningful Learning in Elementary Schools.
DOI: 10.5220/0014070700004935
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 7th International Conference on Early Childhood Education (ICECE 2025) - Meaningful, Mindful, and Joyful Learning in Early Childhood Education, pages 264-271
ISBN: 978-989-758-788-7; ISSN: 3051-7702
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
will be meaningful if the information learned can be
substantively linked to the cognitive structures that
students already possess. In other words, meaningful
learning occurs when students are able to connect
new knowledge with prior experiences and
knowledge, and can apply it in real-life contexts.
Meaningful learning is not only oriented towards
cognitive aspects, but also touches on affective and
social dimensions, where students learn through
active involvement, interaction, reflection, and
personal meaning of the material being studied
(Husnaini et al., 2024). In this context, teachers need
to design learning that is contextual, challenging, fun,
and relevant to the students' world. (Latifah &
Sa’odah, 2019). Therefore, learning approaches are
needed that can foster curiosity, intrinsic motivation,
and a sense of ownership of the learning process
being undertaken.
One relevant approach to realizing meaningful
learning, especially in mathematics subjects, is
Realistic Mathematics Education (RME) (Rahmadi et
al., 2024). RME is a mathematics learning approach
developed in the Netherlands and emphasizes reality
as a starting point in building mathematical
understanding (van Zanten & van den Heuvel-
Panhuizen, 2018). This approach was developed by
Hans Freudenthal who believed that mathematics
should be seen as a human activity, not as a set of
formulas that must be memorized.
The basic principles of RME include the use of
real-world contexts, social interactivity, the use of
models as bridges to abstraction, and the process of
reflection. In the elementary school context, the RME
approach allows students to construct mathematical
concepts through contextual problem solving, group
discussions, and their own construction of knowledge
(Rahmadi et al., 2024). Thus, RME not only improves
students' conceptual understanding of mathematical
material, but also develops critical thinking skills and
creativity (Chong et al., 2019).
On the other hand, advances in digital technology
have opened up significant opportunities to improve
the quality of learning through the application of
gamification principles. Gamification is the process
of applying game elements to non-game contexts,
including learning. These elements include points,
badges, challenges, leaderboards, levels, and
engaging narratives. The primary goal of
gamification is to create a more engaging, interactive,
and motivating learning experience.
In the context of elementary school learning,
gamification can be a highly effective tool for
increasing student engagement, strengthening
motivation, and creating a joyful learning
environment. Previous studies have shown that
integrating gamification into learning can increase
student interest, improve information retention, and
stimulate collaboration among students. When
combined with appropriate pedagogical approaches
such as RME, gamification can strengthen both the
cognitive and affective aspects of learning.
The concept of a Smart Class refers to a learning
ecosystem that integrates innovative pedagogical
approaches with the optimal use of information
technology. Smart Class encompasses not only the
use of digital devices but also the creation of an
interactive, flexible, and student-centered learning
environment. In this context, the combination of
RME and gamification within a Smart Class is a
promising innovation for building meaningful
learning.
Smart Class provides teachers with the
opportunity to design learning that is responsive to
students' needs and characteristics. Through
technology, teachers can package learning materials
in the form of educational games based on real-world
contexts, which not only facilitate conceptual
understanding but also engage students' emotions and
curiosity. Smart Class provides a space where RME
learning can be enhanced by the appeal of
gamification, resulting in a learning process that is not
only effective but also enjoyable.
The implementation of the independent
curriculum and the strengthening of the Pancasila
Student Profile require learning that facilitates
students to become lifelong learners, critical thinkers,
creative, independent, and concerned about the
environment and local culture. Learning innovations
that integrate RME and gamification within the Smart
Class ecosystem align perfectly with these goals.
Through local context-based problem-solving,
students not only understand mathematical concepts
but also learn to recognize and appreciate their
surroundings.
Gamification designed with local wisdom values
can strengthen cultural identity and increase students'
awareness of their social environment. Within this
framework, learning becomes more than just a
process of transferring knowledge, but also a process
of character building and developing life skills. In
other words, meaningful learning facilitated by Smart
Class can support the holistic achievement of the
Pancasila Student Profile.
Although theoretically, the integration of RME and
gamification in Smart Class shows great potential for
improving the quality of learning, its actual
implementation in elementary schools remains limited.
Many teachers lack a thorough understanding of the
Smart Class for Smart Kids: RME Innovation in Building Meaningful Learning in Elementary Schools
265
RME approach or the skills to design educational and
relevant gamification activities. Furthermore, the lack
of empirical research testing the effectiveness of
combining RME and gamification in elementary
school learning presents a gap that needs to be
addressed.
Most existing research still separates the
effectiveness of RME and gamification, without
examining their synergistic potential. Therefore,
research is needed that explicitly designs and evaluates
learning models that combine both approaches within
the Smart Class ecosystem. This type of research is
expected to provide both theoretical and practical
contributions to the development of innovative
learning models in elementary schools.
The significance of this research lies in its efforts to
present a contextual, enjoyable, and technology-based
learning model to improve the quality of basic
education in Indonesia. This innovation is expected to
not only improve the mathematics learning process
specifically but also be adaptable to other subjects that
emphasize active engagement and meaningful
learning. Furthermore, the integration of RME and
gamification in Smart Class can become a future
education model that aligns with current developments
and the characteristics of the digital generation.
2 METHOD
This research is a quantitative study with a quasi-
experimental approach using a Nonequivalent
Control Group Design to test the effectiveness of the
Smart Class learning model based on Realistic
Mathematics Education (RME) and gamification.
The subjects were fifth-grade students at an
elementary school in Aceh that has digital learning
facilities, divided into two groups: an experimental
group learning with Smart Class based on RME and
gamification and a control group learning with
conventional methods. The independent variables of
the research were the Smart Class learning model
based on RME and gamification, while the dependent
variables included mathematics learning outcomes,
learning engagement, and student motivation. Data
were collected through written tests (pretest–
posttest), motivation and engagement questionnaires,
observations of learning activities, and visual
documentation and digital portfolios. The research
instruments have been validated and tested for
reliability, including learning outcome tests,
questionnaires, and observation guidelines. Data
analysis was carried out using descriptive statistics,
normality and homogeneity tests, paired t-tests,
independent t-tests, gain score and effect size
calculations, and qualitative analysis of observation
and documentation results. The research stages
include instrument planning and validation, pretest
implementation, learning implementation, posttest
and questionnaire implementation, data analysis, and
report preparation and publication.
3 RESULT AND DISCUSSION
3.1 General Overview of the Research
Implementation
This study was conducted over six weeks of learning
activities at a public elementary school in Aceh
Province. The research involved two classes, each
consisting of 30 students: the experimental group and
the control group. The experimental group
participated in learning activities using the Smart
Class model, which integrates the Realistic
Mathematics Education (RME) approach and
gamification elements in mathematics instruction.
The control group learned mathematics through
conventional teaching methods.
All students in both groups were given a pretest
prior to the learning process to assess their initial
abilities, and a posttest after the treatment to measure
improvement in learning outcomes. In addition,
questionnaires and classroom observations were used
to assess students’ learning motivation and
engagement more comprehensively.
3.2 Pretest and Posttest Learning
Outcomes
3.2.1 Pretest Results
The analysis of the pretest data indicated no
significant difference between the initial abilities of
students in the experimental group and the control
group. The average pretest score for the experimental
group was 54.8, while the control group scored 55.1.
The t-test result showed p > 0.05, indicating that both
groups had comparable baseline abilities.
3.2.2 Posttest Results
After six weeks of instruction:
The experimental group’s average posttest score
increased to 84.7.
The control group’s average posttest score
increased to 71.4.
ICECE 2025 - The International Conference on Early Childhood Education
266
The paired t-test within each group showed a
significant improvement (p < 0.01) from pretest to
posttest. Furthermore, the independent t-test evealed
a significant difference (p < 0.01) between the
posttest scores of the experimental and control
groups.
3.2.3 Improvement in Learning Outcomes
(Gain Score)
The purpose of calculating the normalized gain (N-
gain) score was to determine the extent of students’
learning improvement after receiving the treatment,
namely the Smart Class model based on RME and
gamification. This method enables the researcher to
objectively compare the effectiveness of learning
between the experimental and control groups. The
results of the N-gain calculation show that: The
increase in learning outcomes in the experimental
group was greater and more significant than in the
control group. This indicates that the implementation
of the Smart Class model that integrates RME and
gamification is more effective than conventional
learning methods. The "high" category in the
experimental group indicates that learning took place
meaningfully and successfully bridged students from
the initial condition to optimal learning outcomes.
Table 1: Normality Test (Shapiro–Wilk Test).
Group Statistic
p
-value Interpretation
Experimental 0.982 0.872
N
ormally distribute
d
Control 0.978 0.776
N
ormall
y
distribute
d
Conclusion:
Both groups have normally distributed data, fulfilling
the assumptions for parametric testing.
3. N-Gain Difference Test (Independent t-Test)
t-statistic = 10.93
p-value = 1.04 × 10⁻¹⁵ (highly significant)
Interpretation:
There is a statistically significant difference between
the N-Gain scores of the experimental and control
groups. With the p-value far below 0.05, it can be
concluded that learning with the Smart Class model
based on RME and gamification provides a more
effective improvement in learning outcomes
compared to conventional methods.
Conclusion of the Analysis
The Smart Class for Smart Kids model is
statistically proven to be more effective in
improving elementary school students’
mathematics learning outcomes.
The high N-Gain score indicates that learning
becomes more meaningful and easier to
understand through contextual approaches and
gamification.
The model’s effectiveness is supported by valid
statistical tests (normality, homogeneity, and t-
test).
Effect Size is used to measure the magnitude of the
difference between two groups, in this case the
experimental and control groups. The Effect Size
(Cohen's d) calculation provides additional
information beyond statistical significance testing. A
d value of ≈1.94 indicates that the difference between
the experimental and control groups is not only
statistically significant but also has significant
practical significance in an educational context. This
supports the use of the Smart Class learning model as
an effective approach to improving mathematics
learning outcomes in elementary schools.
3.3 Learning Motivation Questionnaire
Results
The learning motivation questionnaire consisted of
four indicators: intrinsic, learning objectives,
competency, and utility value. The average
motivation score for students in the experimental
group was 87.3 (very high category). The average
motivation score for students in the control group was
72.6 (medium-high category). The most significant
increase in student motivation was seen in the
competency and utility value indicators, reflecting
that students felt the learning helped them understand
concepts concretely and enjoyed completing learning
challenges.
3.4 Student Engagement in Learning
Based on observations during the learning process,
student engagement was categorized into three
aspects: behavioral engagement, emotional
engagement, and cognitive engagement.
3.4.1 Behavioral Engagement
The experimental group demonstrated high levels of
active participation in group discussions, completing
gamification missions, and accessing digital
materials. Almost all students completed digital
assignments on time. The control group tended to be
passive and only followed the teacher's instructions
one-way.
Smart Class for Smart Kids: RME Innovation in Building Meaningful Learning in Elementary Schools
267
3.4.2 Emotional Engagement
Students in the experimental group demonstrated
high levels of enthusiasm. Positive responses were
evident in their facial expressions, verbal comments
("fun," "exciting," "want to continue"), and their
enjoyment of earning digital badges. Some students
in the control group appeared bored and lost focus
after 20–30 minutes of learning.
3.4.3 Cognitive Engagement
The experimental group was more active in asking
"why" and "how" questions when solving contextual
problems. The process of reflection and exploration
of alternative strategies increased significantly.
3.5 Visual Documentation and Student
Reflections
Digital documentation such as screenshots of learning
games, quiz results, and activity recordings
demonstrates that game-based assignments with
contextual narratives (e.g., "Little One's Adventures
in the Traditional Market") help students connect
mathematics to everyday life.
Student reflections collected through the digital
notes feature demonstrate a deep understanding and
pride in their achievements. Example of a student
reflection: "I enjoy learning using games because it's
like playing and thinking. Turns out math can be fun
too!"
3.6 Comparison of Teacher Responses
Teachers in the experimental group reported that:
This model helps reach students who are typically
passive. Digital media and gamification help explain
material previously considered abstract. The main
challenges were preparation time and adapting to
digital devices, but the results were worth it.
Meanwhile, teachers in the control group observed
that learning was still teacher-centered and had
difficulty maintaining students' attention throughout
the lesson.
3.7 Discussion
The results of this study demonstrate that the
integration of the Realistic Mathematics Education
(RME) approach and gamification in the context of
elementary school learning can produce a more
meaningful and transformative learning experience
for students. This innovation not only impacts
cognitive learning outcomes but also facilitates
students' affective and social development within a
21st-century learning framework. These findings
reinforce the theory that meaningful learning occurs
when students can connect learning experiences to the
realities of their lives, and when the learning process
is framed in an atmosphere that stimulates curiosity,
provides autonomy, and stimulates emotional
engagement.
The implementation of the RME approach as the
basis for learning design offers advantages in terms
of contextualization of material. In this context, RME
is not merely a mathematics teaching method, but
rather a pedagogical paradigm that brings abstract
concepts closer to concrete representations through
modeling the realities of everyday life. Mathematical
concepts such as number operations, measurement,
and fractions are presented through contextual
scenarios familiar to students, such as buying and
selling at a market, measuring ingredients in cooking,
or calculating time in daily activities. This strategy
enables students to build a bridge of understanding
from empirical experience to the formal symbolic
realm. This is in accordance with Vygotsky's social
constructivism theory which emphasizes the
importance of social interaction and contextualization
in building new knowledge.
Meanwhile, gamification serves as a medium to
increase student motivation and learning engagement
through the use of game elements in non-game
environments. Elements such as point systems,
levels, challenges, leaderboards, and digital rewards
are adopted to create a competitive and collaborative
learning atmosphere. This study found that the
integration of gamification into RME design not only
adds a fun dimension to learning but also significantly
increases student active participation in completing
learning tasks. Students are more interested in trying,
exploring, and even repeating learning activities due
to the direct feedback they experience from the
gamification system.
These findings indicate that the combination of RME
and gamification creates a powerful pedagogical
synergy. RME provides a strong epistemic structure,
while gamification provides an affective and
motivational framework. Pedagogically, this
combination enables learning that is not only
conceptually meaningful but also enjoyable and
encourages emotional engagement. In practice, this
learning model is able to accommodate various
learning styles and student needs, creating an
inclusive and adaptive learning environment.
Significant improvements in student learning
outcomes are a key indicator of the success of this
ICECE 2025 - The International Conference on Early Childhood Education
268
approach. Average student grades increased
substantially after participating in the RME-based
and gamification-based learning process.
Furthermore, observation scores for student
engagement during the learning process showed a
positive trend, indicating that students were not
merely passive subjects in the learning process but
were actively involved as problem solvers,
collaborators, and creators in a dynamic learning
environment. Discussion, exploration, and reflection
activities became more lively, as students grew in
ownership of their learning process.
Increased learning motivation is also a significant
achievement. Many students who previously
displayed a passive attitude and lacked interest in
mathematics learning now demonstrate high
enthusiasm. This motivation, within the framework of
Self-Determination Theory (SDT), indicates the
fulfillment of three basic psychological needs:
autonomy, competence, and connectedness. The
gamification elements used successfully encourage
students to feel empowered in learning (a sense of
agency), feel capable of facing challenges, and feel
connected to their peers and teachers in a
collaborative learning environment.
However, implementing this approach is not
without challenges. One of the main challenges lies in
teacher readiness to design and manage RME-based
learning and gamification. Teachers are required to
possess high pedagogical, technological, and
instructional design competencies to synergistically
and balancedly integrate realistic contexts with game
elements. Furthermore, the use of technology as the
primary infrastructure in gamification requires
adequate support facilities, both in terms of hardware
and connectivity. In the context of elementary schools
in areas with limited resources, this aspect presents a
challenge that needs to be addressed through a hybrid
or low-tech gamification approach.
Another weakness identified was the
tendency for some students to focus too much on the
game elements, thus distorting the learning
objectives. In some cases, external motivation driven
by rewards or competition actually reduces intrinsic
motivation in students who feel less capable of
competing. Therefore, it is important for teachers to
design gamification systems that emphasize not only
competition but also allow for collaboration,
recognition for effort, and adjustment to individual
student needs. Models that emphasize mastery-
oriented feedback are recommended over
performance-oriented feedback to keep students
focused on the learning process, not just the end
result.
Within the Merdeka Belajar curriculum
framework, this approach aligns with the principles
of student-centered learning. Both RME and
gamification emphasize students' active role in
constructing knowledge, developing potential, and
finding meaning in learning. A curriculum that allows
for differentiation, flexibility, and contextualization
is highly compatible with this approach. Furthermore,
the integration of these approaches also supports the
achievement of the Pancasila Student Profile,
particularly in critical reasoning, creativity, and
mutual cooperation. Students accustomed to solving
realistic problems in a fun context tend to be more
adaptive, resilient, and collaborative in facing real-
world challenges.
Theoretically, this research broadens
understanding of the implementation of meaningful
learning in the context of elementary education. It
supports the view that meaningful learning is not the
result of a direct transfer of knowledge from teacher
to student, but rather the process of constructing
meaning by students through contextual and
challenging learning experiences. In this context,
RME provides the conceptual structure, while
gamification provides the affective and motivational
ecosystem that enables meaningful learning.
Furthermore, the results of this study have
practical implications for the development of
technology-based learning innovations rooted in local
values and students' contextual needs. By utilizing
local stories, culture, or customs within the context of
RME and incorporating game elements familiar to
children, learning can become a vehicle for
preserving values while enhancing 21st-century
competencies. This strategy also provides a
responsive approach to the needs of the digital native
generation, who have different learning preferences
than previous generations.
As a contribution to academic scholarship, this
study enriches the literature on the integration of
context-based pedagogical approaches and digital
technology in elementary education. Prior research
has largely discussed RME and gamification
separately. Therefore, this study offers a conceptual
and empirical synthesis demonstrating that
integrating the two can produce a more
comprehensive, inclusive, and transformative
learning approach.
Future research could explore the effectiveness of
this approach in cross-subject contexts or in inclusive
education. Furthermore, developing culturally based
gamification models and adaptive technology-
assisted RME systems (such as AI learning assistants
or AR-based contextual modules) is a promising area
Smart Class for Smart Kids: RME Innovation in Building Meaningful Learning in Elementary Schools
269
of research. Longitudinal research is also needed to
observe the long-term impact of this approach on the
development of students' independent learning
characteristics and problem-solving abilities.
Overall, RME-based learning and gamification
within the "Smart Class for Smart Kids" framework
demonstrate that pedagogical innovations combining
real-world contexts, technology, and engaging
experiences can create learning environments that
foster holistic cognitive, affective, and social
engagement. This model is not only a technical
solution to the challenges of 21st-century education,
but also represents a vision of education that is
humanistic, relevant, and sustainable.
4 CONCLUSIONS
Based on the results of the study entitled "smart class
for smart kids: innovation of rme and gamification in
building meaningful learning in elementary schools",
it can be concluded that the integration of the realistic
mathematics education (rme) approach and
gamification in the smart class model has proven
effective in improving the quality of mathematics
learning in elementary schools. This improvement is
reflected in the posttest results which show a
significant difference between the experimental
group and the control group, with student learning
outcomes in the experimental group being
statistically higher. In addition, the implementation of
this model is able to encourage stronger learning
motivation, especially in aspects of competence and
utility value, through gamification elements such as
points, badges, and challenges that create a fun
learning atmosphere and trigger active student
participation. Observations also show higher student
engagement behaviorally, emotionally, and
cognitively, as seen from enthusiasm in discussions,
completing assignments, and exploring materials.
This model aligns with the principles of the
independent learning curriculum, which emphasizes
contextual, student-centered, and enjoyable learning,
while also supporting the achievement of the
pancasila student profile in critical reasoning,
creativity, and mutual cooperation. However, the
implementation of the smart class model still faces
challenges, particularly related to the availability of
technological infrastructure and teacher readiness to
design rme-based and gamification-based learning.
Therefore, teacher training and facility support are
crucial factors for long-term success. Overall, this
study demonstrates that the rme-based and
gamification-based smart class can create a more
meaningful, enjoyable, and effective learning
experience, not only in improving learning outcomes
but also in motivating and actively engaging students
in the learning process.
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