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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