The Effectiveness of Digital Educational Games in Increasing Elementary School Students’ Interest in Learning Mathematics
DOI:
https://doi.org/10.62872/8zpw6f81Keywords:
Digital educational games, Interest in learning mathematics, Elementary school studentsAbstract
This study aims to investigate the effectiveness of digital educational games in increasing elementary school students’ interest in learning mathematics. Using a quasi-experimental design, the research involved two groups of fourth-grade students: one experimental group that received instruction through digital games and one control group taught using conventional methods. Data were collected through observation, questionnaires, and pretest-posttest measurements of students’ learning interest. The results showed that students in the experimental group experienced a significant increase in motivation and engagement compared to the control group. Digital games provided interactive and visually stimulating experiences that helped simplify abstract mathematical concepts and made learning more enjoyable. Furthermore, the games fostered collaborative learning and improved classroom dynamics. The findings support the integration of game-based learning in elementary mathematics instruction as a powerful tool to enhance students’ affective involvement and enthusiasm for learning. The study suggests that educators should consider incorporating digital games to create more engaging and student-centered learning environments.
Downloads
References
Andayani, I., Zakirman, A. H. S., Saputra, A. H., Prabowo, S., & Irianto, E. (2022). Development of traditional game-based mathematical tools for elementary school students. Indonesian Journal of Social Research, 4(3), 196–207. iojs.unida.ac.id
Bang, H. J. (2023). Efficacy of an adaptive game-based math learning app to support personalized learning in early elementary students. Early Childhood Education Journal. en.wikipedia.org
BBC News has noted that video games “stimulate learning” through motivation and engagement.
Carbonneau, K. J. et al. (2021). Virtual manipulatives in mathematics education. Silva R., Costa C., Martins, F. en.wikipedia.org
Gumilar, E. B., & Permatasari, K. G. (2021). Application of games based mathematics learning in the preschool-elementary transition. Journal of Insan Mulia Education, 2(1). proceedings2.upi.edu+13ejournal.imbima.org+13ejournal.undiksha.ac.id+13
Hermita, N., Alim, J. A., Putra, Z. H., Gusti, P. M., Wijaya, T. T., & Pereira, J. (2024). Designing interactive games for improving elementary school students’ number sense. Al Jabar: Jurnal Pendidikan Matematika. ejournal.radenintan.ac.id
Hernandez Godoy, C. (2021). Developing an augmented reality-based game as a supplementary tool for STEM precalculus. arXiv preprint. arxiv.org
Ishak, S. A., Din, R., & Hasran, U. A. (2021). Defining digital game-based learning for STEM: A new perspective on design and developmental research. Journal of Medical Internet Research, 23(2). ejournal.imbima.org
Kandukoori, A., Kandukoori, A., & Wajid, F. (2024). Comparative analysis of digital tools and traditional teaching methods in educational effectiveness. arXiv preprint. arxiv.org
Li, Y. et al. (2024). The impact of digital educational games on students’ motivation: mediating effect of engagement and moderating effect of digital environment. PLOS ONE, 19(1). en.wikipedia.org
Lozano, A. S., Canlas, R. J. B., Coronel, K. M., Canlas, J. M., Duya, J. G., Macapagal, R. C., Dungca, E. M., & Miranda, J. P. P. (2023). A game based learning application to help learners to practice mathematical patterns and structures. arXiv preprint. arxiv.org
Nguyen, N. D., Le, T. B. T. T., Nguyen, T. N., & Tang, M. D. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science & Technology Education, 20(4). ejmste.com
Nurjanah, E., Cahyadireja, A., & Efendi, R. (2023). The use of game-based learning media on the understanding of mathematics concepts of elementary school students. Proceedings of ICEE, 5(1), 163–169. iojs.unida.ac.id+4proceedings2.upi.edu+4ejournal.uinsaizu.ac.id+4
Peralbo Uzquiano, M. et al. (2020). Evaluation of the effects of a virtual intervention programme on basic math skills in childhood education. Computers & Education, 159. ejournal.undiksha.ac.id
Rahayu, I. R., & Rukmana, D. (2022). The effect of game-based learning model assisted by a Bamboozle on the multiplication operation skills of elementary school students. Primary: Jurnal Pendidikan Guru Sekolah Dasar. primary.ejournal.unri.ac.id
Rahmawati, S., & Jamaluddin, M. (2024). Development of game based mathematics learning media to improve mathematical understanding abilities. Riemann: Research of Mathematics and Mathematics Education, 6(2), 202–214. journal.sanagustin.ac.id
Snc Cheung, & Ng, K. Y. (2021). Application of the educational game to enhance student learning. Frontiers in Education. en.wikipedia.org
Solviana, M. D. (2021). Primary school students’ perceptions of scaffolding in digital game-based learning in mathematics. Learning, Culture and Social Interaction, 28, 100457. ejournal.undiksha.ac.id
Vankúš, P. (2021). Influence of game-based learning in mathematics education on students’ affective domain: A systematic review. Mathematics, 9(9), 986. ejournal.undiksha.ac.id
Wachdani, R. A., Thohir, M. A., & Putra, Y. D. (2022). The influence of application of game-based learning models assisted by the Math Games platform on mathematics learning outcomes of fifth grade elementary school students. Indonesian Journal of Primary Education. ejournal.upi.edu
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Intan Juniarmi (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.






