

Learning produced, strategies employed, successes and errors, and results of a questionnaire are presented. The data gathered in the experiment were analysed following a mixed method. It departed from a traditional methodology and, in two cycles, methodology was improved with the benefits that gamification brings to STEM proposals in Secondary Education. The research was carried out during two academic years under an action research framework. This proposal combines tools such as AR, VR, manipulative materials, and social networks, with techniques such as m-learning, cooperative-learning, and flipped-learning, which make methodological transformation possible.

Under a gamified approach, this document addresses a didactic proposal in geometry focused on STEM disciplines. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching sequences with STEM approaches that help students to learn. Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. Finally, we can conclude that this media is effective and able to be used further in the junior high school level.

The students’ basic geometry skills and learning result are improved after getting the treatment with the media. The result shows that the geometry learning media is valid based on the experts' validation judgement, and also practical based on the teacher and students’ judgement in the trial of the product. Within the three schools, we took seven classes to join the effectiveness test through the assessment questionnaire and the before-after test, as well as the efficacy test after the expert's judgement using the validation sheet. The entire stage was imposed on three different schools in Karanganyar, one of a district in Indonesia, by using stratified cluster random sampling. These stages are the preliminary, product development, product trial on its effectiveness, dissemination and product implementation. This study is a development study which refers to Budiyono’s development model that includes four stages. It also aims to find the effectiveness of the media towards the basic geometry skills and the learning result of 9th-grade students of junior high school. This study aims to develop geometry learning media on curved-solid objects using Ispring Suite 8 with 3D effects supported by Google SketchUp.
