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 |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1474292 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1474292 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Development of 'Ucing Sumput' as a Digital Educational Game to Enhance Students' Mathematics Achievement – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Suparman%22">Suparman</searchLink><br /><searchLink fieldCode="AR" term="%22Dadang+Juandi%22">Dadang Juandi</searchLink><br /><searchLink fieldCode="AR" term="%22Turmudi%22">Turmudi</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Mathematics+Teaching+Research+Journal%22"><i>Mathematics Teaching Research Journal</i></searchLink>. 2025 17(2):7-35. – Name: Avail Label: Availability Group: Avail Data: City University of New York. Creative Commons. 205 East 42 Street, New York, NY 10017. Web site: https://mtrj.commons.gc.cuny.edu/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 29 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Grade+11%22">Grade 11</searchLink><br /><searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su 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> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 2573-4377 – Name: Abstract Label: Abstract Group: Ab 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1474292 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1474292 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 29 StartPage: 7 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Mathematics Achievement Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Probability Type: general – SubjectFull: Mathematics Instruction Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Grade 11 Type: general – SubjectFull: High School Students Type: general – SubjectFull: Public Schools Type: general – SubjectFull: Mathematics Tests Type: general – SubjectFull: Multiple Choice Tests Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Indonesia Type: general Titles: – TitleFull: Development of 'Ucing Sumput' as a Digital Educational Game to Enhance Students' Mathematics Achievement Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Suparman – PersonEntity: Name: NameFull: Dadang Juandi – PersonEntity: Name: NameFull: Turmudi IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-electronic Value: 2573-4377 Numbering: – Type: volume Value: 17 – Type: issue Value: 2 Titles: – TitleFull: Mathematics Teaching Research Journal Type: main |
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