Development of 'Ucing Sumput' as a Digital Educational Game to Enhance Students' Mathematics Achievement
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| Title: | Development of 'Ucing Sumput' as a Digital Educational Game to Enhance Students' Mathematics Achievement |
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| Language: | English |
| Authors: | Suparman, Dadang Juandi, Turmudi |
| Source: | Mathematics Teaching Research Journal. 2025 17(2):7-35. |
| Availability: | City University of New York. Creative Commons. 205 East 42 Street, New York, NY 10017. Web site: https://mtrj.commons.gc.cuny.edu/ |
| Peer Reviewed: | Y |
| Page Count: | 29 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Grade 11 High Schools Secondary Education |
| Descriptors: | Game Based Learning, Mathematics Achievement, Teaching Methods, Probability, Mathematics Instruction, Computer Games, Grade 11, High School Students, Public Schools, Mathematics Tests, Multiple Choice Tests, Foreign Countries |
| Geographic Terms: | Indonesia |
| ISSN: | 2573-4377 |
| Abstract: | Mathematics achievement of Indonesian students has not been relatively optimal whereby most of the students still have low mathematics achievement. Hence, the present study develops and produces a digital game called Ucing Sumput that is valid, practical, and effective in enhancing the mathematics achievement of Indonesian students. Research and development using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model was applied to do this study. This study involved three experts and 67 eleventh-grade students at a public senior high school in Bandung City. Mathematics test in multiple-choice was used to measure students' mathematics achievement. Descriptive and inferential statistics (e.g., N-gain, effect size, paired t-test, and independent t-test) were used to analyze the data. Results revealed that the game prototype was valid and practical to be utilized in mathematics instruction. Additionally, the digital game had a positive moderate effect in enhancing students' mathematics achievement. Moreover, it significantly enhanced students' mathematics achievement in the topics of enumeration rules and probability. This means that the digital game is reasonably effective in solving low mathematics achievement of Indonesian students. Consequently, the Ucing Sumput game can be utilized as an effective digital educational technology to enhance the mathematics achievement of Indonesian students. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1474292 |
| Database: | ERIC |
| Abstract: | Mathematics achievement of Indonesian students has not been relatively optimal whereby most of the students still have low mathematics achievement. Hence, the present study develops and produces a digital game called Ucing Sumput that is valid, practical, and effective in enhancing the mathematics achievement of Indonesian students. Research and development using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model was applied to do this study. This study involved three experts and 67 eleventh-grade students at a public senior high school in Bandung City. Mathematics test in multiple-choice was used to measure students' mathematics achievement. Descriptive and inferential statistics (e.g., N-gain, effect size, paired t-test, and independent t-test) were used to analyze the data. Results revealed that the game prototype was valid and practical to be utilized in mathematics instruction. Additionally, the digital game had a positive moderate effect in enhancing students' mathematics achievement. Moreover, it significantly enhanced students' mathematics achievement in the topics of enumeration rules and probability. This means that the digital game is reasonably effective in solving low mathematics achievement of Indonesian students. Consequently, the Ucing Sumput game can be utilized as an effective digital educational technology to enhance the mathematics achievement of Indonesian students. |
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| ISSN: | 2573-4377 |