Development of The Digital Game Ce-Ria Based on Android for The Mathematics Subject of Class I Primary School Students

Authors

  • Winda Lidia Lumbantobing Pendidikan Guru Sekolah Dasar, Universitas Negeri Manado

Keywords:

Digital Game, Mathematics, Elementary School.

Abstract

This research will focus on developing Android-based digital games to support learning in mathematics subjects, especially for students in elementary schools. The aim of the research prepared is to find out the results of developing Android-based digital games in mathematics subjects for elementary school students. This research is recommended as a type of development research, namely the development of Android-based digital games in mathematics subjects for elementary school students. The game developed is a collection of digital materials via the Android platform which will become a learning medium for students. In this research, the development stage only reaches product validation. The results of the product feasibility test assessment, namely in the form of a game, show that the score obtained is in the range of 2.60 - 3.59. The development of Android-based games was successfully carried out with the theme of making learning more fun without making students burdened. The making of this game involved several parties consisting of elementary school teachers, lecturers, and practitioners in the fields of education and information technology. The game development material was created based on field needs, namely the difficulty of recognizing numbers and simple addition arithmetic operations. This game is intended for grade 1 elementary school students considering that the characteristics of students at that age are in the playing phase, so the development of a game with educational elements is suitable and appropriate for grade 1 students, and can make it easier for teachers to convey the material.

References

Borg, W. R., & D., G. M. (2003). Educational Research: an Introduction (7. ed). New York: Logman Inc.
Desta, N. (2016). Pengertian Game Edukasi Menurut Para Ahli.
Erfan, M., & Ratu, T. (2018). Meningkatkan minat dan hasil belajar mahasiswa pada perkuliahan elektronika dasar melalui digital game-based learning. In Prosiding Seminar Nasional Pendidik dan Pengembang Pendidikan Indonesia, (pp. 332-337).
Falahudin, I. (2014). Pemanfaatan media dalam pembelajaran. Jurnal Lingkar Widyaiswara, 1(4), 104-117.
Handarini, O. I., & Wulandari, S. S. (2020). Pembelajaran daring sebagai upaya study from home (SFH) selama pandemi covid 19. Jurnal Pendidikan Administrasi Perkantoran (JPAP), 8(3), 496-503.
Handriyantini, E. (2017). Development of a Casual Game for Mobile Learning With the Kiili Experiential Gaming Model. In European Conference on Games Based Learning (pp. 213-218). Academic Conferences International Limited.
Hidayatulloh, S., Praherdhiono, H., & Wedi, A. (2020). Pengaruh Game Pembelajaran Terhadap Peningkatan Hasil Belajar Pemahaman Ilmu Pengetahuan Alam. JKTP: Jurnal Kajian Teknologi Pendidikan, 3(2), 199-206.
Lestari, S. W. (2020). Kendala pelaksanaan pembelajaran jarak jauh (pjj) dalam masa pandemi ditinjau dari media pembelajaran. Jurnal Ilmu Pendidikan, 2(3), 13-24.
Mahnun, N. (2012). Media pembelajaran (kajian terhadap langkah-langkah pemilihan media dan implementasinya dalam pembelajaran). Jurnal pemikiran islam, 37(1).
Manhun, N. (2012). Media pembelajaran (kajian terhadap langkah-langkah pemilihan media dan implementasinya dalam pembelajaran). An-Nida', 37(1), 27-34.
Muhson, A. (2010). Pengembangan media pembelajaran berbasis teknologi informasi. Jurnal pendidikan akuntansi indonesia, 8(2).
Muhson, A. (2010). Pengembangan media pembelajaran berbasis teknologi informasi. Jurnal pendidikan akuntansi indonesia, 8(2).
Novita, L., & Sundari, F. S. (2020). Peningkatan Hasil Belajar Siswa Menggunakan Media Game Ular Tangga Digital. Jurnal Basicedu, 4(3), 716-724.
Prensky, M. R. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Corwin Press.
Ramansyah, W. (2015). Pengembangan education game (EDUGAME) berbasis android pada mata pelajaran bahasa inggris untuk peserta didik sekolah dasar. Jurnal Ilmiah Edutic, 2(1), 1-9.
Randel. (1991). Manfaat Pemakain Game. Yogyakarta: CV. Andi Offset.
Sadewo, Y. D., & Purnasari, P. D. (2021). Pengembangan Video Pembelajaran Matematika Berorientasi Kebudayaan Lokal pada Sekolah Dasar. Sebatik, 25(2), 590-597.
Sumanto, Y., & Sadewo, Y. D. (2021). Pelatihan Pembuatan Video Pembelajaran Sebagai Media Pembelajaran Daring Di Sd Negeri Sojopuro Dalam Masa Covid-19. Journal of Educational Learning and Innovation (ELIa), 1(1), 01-14.

Published

2025-06-30

How to Cite

Lumbantobing, W. L. (2025) “Development of The Digital Game Ce-Ria Based on Android for The Mathematics Subject of Class I Primary School Students”, Sebatik, 29(1). Available at: https://jurnal.wicida.ac.id/index.php/sebatik/article/view/1982 (Accessed: 2 July 2025).

Issue

Section

Articles