M Riski Qisthiano
Institut Teknologi dan Bisnis Nasional, Banyuasin

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Pengembangan Game Teka-Teki Silang Berbasis Mobile Interaktif Bertingkat untuk Meningkatkan Kemampuan Berhitung Siswa Sekolah Dasar Sela Taramita; M Riski Qisthiano
Bulletin of Computer Science Research Vol. 5 No. 6 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i6.787

Abstract

This study developed the MathCross Adventure application, a mobile-based arithmetic crossword puzzle game for elementary school students, using the R&D approach with the ADDIE model. In this study, the stages were implemented up to Implementation and Formative Evaluation (not summative evaluation). Validation was carried out by two subject matter experts/elementary school mathematics teachers and one learning media expert, resulting in an average feasibility of 88.8% (very feasible category). A limited trial was conducted at SD Negeri 27 Banyuasin with 20 sixth-grade students; the results showed the application was easy to use, engaging, and supported learning engagement through its tiered level features, leaderboard, and instant feedback. These findings confirm the product's formative feasibility for use in arithmetic learning. However, summative effectiveness (statistical improvement in arithmetic ability) has not been tested; further research is recommended using the N-Gain test or paired t-test with a larger sample to empirically verify the learning impact.