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Journal of Games, Game Art, and Gamification
This research focuses on addressing student disengagement in mathematics by developing an Android-based educational game centered on plane figure geometry. Conducted at SD Negeri 1 Brobot, the study aims to replace conventional teaching methods with an interactive digital tool designed to improve student interest and learning outcomes. The project utilizes the Unity 2D engine and incorporates the Fisher-Yates shuffle algorithm to randomize game elements, ensuring a dynamic learning experience.
The development process follows the ADDIE model, encompassing analysis, design, development, implementation, and evaluation phases. Validation was performed by media and material experts, who awarded the game scores of 82.8% and 87.5%, respectively. A practicality test conducted with three fourth-grade students—representing varying ability levels—yielded an average score of 82.5%, indicating the software is well-suited for classroom use.
To measure effectiveness, a pretest and posttest were administered to a group of 12 students. The results demonstrated a significant improvement in academic performance, with learning outcomes increasing by 48.4% following the implementation of the game. These findings suggest that integrating gamified, Android-based applications into primary education can effectively mitigate boredom and enhance the mastery of geometric concepts. The study concludes that the developed educational game serves as a viable and effective alternative to traditional instructional techniques for elementary-level mathematics.
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