Development of Android-Based Educational Math Game “MathAct”

Authors

  • Rahmadani Siregar Universitas Potensi Utama
  • Iwan Fitrianto Rahmad Universitas Potensi Utama
  • Elsa Aditya Universitas Potensi Utama
  • Abqoriy Hisan Lahilote Universitas Potensi Utama
  • Alif Faturrahman Universitas Potensi Utama

DOI:

https://doi.org/10.22303/it.14.1.2026.115-126%20

Keywords:

MathAct, Educational Game, Mathematics, Learning Interest, Children, Android

Abstract

Interest in learning mathematics among early childhood and adolescence tends to be low, influenced in part by the high interest in digital games. This study aims to develop a mathematics educational game "MathAct" that integrates game elements with mathematics learning. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The application trial was conducted on 23 respondents ranging in age from 4 to 21 years old, who came from various levels of education, namely PAUD/TK, SD, SMA/SMK, and Universities. Learning interest was measured using a Likert scale questionnaire that covered aspects of interest, ease of use, challenges, and learning benefits. The results showed that the MathAct game was able to increase user engagement and learning motivation, with an average learning interest score in the high category and experiencing an increase of 35% based on a comparison of pretest and posttest scores. Thus, the application of gamification through mathematics educational games can be an effective alternative to increase interest in learning mathematics.

References

Anggraeni, M. D., et al. (2023). Faktor penyebab rendahnya minat belajar siswa dalam pembelajaran matematika. Jurnal Pendidikan.

Arsyad, A. (2017). Media pembelajaran. Jakarta, Indonesia: RajaGrafindo Persada.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). ACM.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE.

Hidayat, R. (2021). Gamifikasi dalam pembelajaran. Jurnal Pendidikan Digital, 5(2), 45–53.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Kurniawan, D., & Hidayati, N. (2019). Pengembangan game edukasi berbasis Android sebagai media pembelajaran matematika. Jurnal Teknologi Pendidikan, 21(2), 85–94.

Marsudi, D. A., & Rosnelly, R. (2020). Implementasi Linear Congruent Method dalam permainan kuis musik berbasis Android. Jurnal Mahasiswa FTIK, 4(1), 12–19.

Munir. (2015). Multimedia: Konsep dan aplikasi dalam pendidikan. Bandung, Indonesia: Alfabeta.

Nasution, R. S., et al. (2020). Rancang bangun aplikasi pemilihan pegawai berprestasi. Jurnal Mahasiswa FTIK, 3(2), 55–63.

Pratama, A. (2020). Desain game edukasi untuk anak. Jurnal Rekayasa Perangkat Lunak, 7(1), 23–30.

Prensky, M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.

Putri, R. I. I., & Zulkardi. (2017). Pengembangan media pembelajaran matematika berbasis permainan untuk meningkatkan minat belajar siswa. Jurnal Pendidikan Matematika, 11(1), 1–10.

Safira, S., & Muthi, I. (2024). Faktor yang memengaruhi minat dan kesulitan belajar matematika siswa tingkat sekolah dasar. Jurnal Pendidikan Bahasa dan Budaya, 6(1), 77–85.

Sari, L. K., et al. (2022). Pengaruh media interaktif terhadap minat belajar matematika. Jurnal Teknologi Pendidikan, 9(3), 101–110.

Sitepu, A. I. B., & Tanjung, D. Y. H. (2020). Rancang bangun aplikasi pemesanan dan penjualan. Jurnal Mahasiswa FTIK, 2(2), 40–48.

Slameto. (2015). Belajar dan faktor-faktor yang mempengaruhinya. Jakarta, Indonesia: Rineka Cipta.

Suyanto, M. (2018). Multimedia: Alat untuk meningkatkan keunggulan bersaing. Yogyakarta, Indonesia: Andi Offset.

Uno, H. B. (2016). Teori motivasi dan pengukurannya. Jakarta, Indonesia: Bumi Aksara.

Yuliana, D. (2023). Efektivitas game edukasi dalam pembelajaran matematika. Jurnal Pendidikan Anak Usia Dini, 8(1), 15–22.

Downloads

Published

2026-04-01

Issue

Section

Articles