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
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
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  Data: City University of New York. Creative Commons. 205 East 42 Street, New York, NY 10017. Web site: https://mtrj.commons.gc.cuny.edu/
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  Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Achievement%22">Mathematics Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Probability%22">Probability</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Instruction%22">Mathematics Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+11%22">Grade 11</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Public+Schools%22">Public Schools</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Tests%22">Mathematics Tests</searchLink><br /><searchLink fieldCode="DE" term="%22Multiple+Choice+Tests%22">Multiple Choice Tests</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink>
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  Data: 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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RecordInfo BibRecord:
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    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 29
        StartPage: 7
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      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Mathematics Achievement
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Probability
        Type: general
      – SubjectFull: Mathematics Instruction
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      – SubjectFull: Computer Games
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      – SubjectFull: Grade 11
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      – SubjectFull: High School Students
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      – SubjectFull: Public Schools
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      – SubjectFull: Mathematics Tests
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      – SubjectFull: Multiple Choice Tests
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Indonesia
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      – TitleFull: Development of 'Ucing Sumput' as a Digital Educational Game to Enhance Students' Mathematics Achievement
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