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Development of a Game-Based Mathematics Learning Medium for Third-Grade Elementary School Students Dinda Lestari; Musahrain; Nurhairunnisah; Ainurrahmi; Reska
Noumerico: Journal of Technology in Mathematics Education Vol. 4 No. 2 (2026): Noumerico, September 2026
Publisher : Universitas Islam Tribakti Lirboyo Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33367/jtme.v4i2.9778

Abstract

This research and development study aimed to produce a mathematics learning medium based on the snakes-and-ladders game for third-grade elementary students and to determine its feasibility. The study was prompted by field data showing that 62% of third-grade students at SDN Reberas had difficulty completing mathematics tasks, along with the absence of game-based media in classroom instruction. The study used a Research and Development (R&D) approach and adopted the 4-D model (Define, Design, Develop, Disseminate), but it was limited to the Development stage due to time constraints. Data were collected through questionnaires completed by one media expert, one material expert, five students in a small-group trial, and 16 students in a large-group trial, then analyzed descriptively using qualitative and quantitative techniques. The resulting product consists of a game board, dice, pawns, question cards, challenge cards, fortune cards, and a teacher guidebook covering whole-number arithmetic operations. Validation showed the medium was highly feasible, with mean scores of 3.50 from the media expert, 3.67 from the material expert, 3.70 from the small-group trial, and 3.80 from the large-group trial, indicating it is feasible for elementary mathematics instruction. This study is limited by its reliance on a single media and material expert, a large-group trial of only 16 students, single-school implementation, and content restricted to whole-number arithmetic.
Development of an Ethnomathematics-Based Educational Game Tool to Improve Elementary School Students' Understanding of Mathematical Concepts Dona Arsinta; Nurhairunnisah; Musahrain; Andi Haris; Ainurrahmi
Noumerico: Journal of Technology in Mathematics Education Vol. 4 No. 2 (2026): Noumerico, September 2026
Publisher : Universitas Islam Tribakti Lirboyo Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33367/jtme.v4i2.9818

Abstract

This Research and Development study aimed to develop an ethnomathematics-based educational game tool, examine its feasibility, and determine its effectiveness in improving fifth-grade students' understanding of integer addition and subtraction at SDN 1 Penyaring. The study was motivated by low numeracy achievement, with only 39% of students reaching the minimum competency, and by the lack of contextual teaching materials that draw on the traditional game Jajar Telu. The ADDIE model was employed. Data were collected using validation questionnaires from a media expert, a design expert, and a material expert; student-response questionnaires from one-to-one, small-group (10 sixth-grade students), and large-group (23 fifth-grade students) trials; and a conceptual understanding test administered as a pretest and posttest. The resulting product, "Jajar Telu Bilangan Bulat," received feasibility scores of 76.25% (media expert) and 75% (design expert), both "feasible," and 90% (material expert), "very feasible." Student trials yielded 85% (one-to-one), 88.44% (small-group), and 91.58% (large-group), all "very feasible." The mean score rose from 44.35 on the pretest to 72.61 on the posttest, with an N-Gain of 0.49 (49.46%), categorized as "moderate." These findings indicate that the Jajar Telu educational game is feasible and moderately effective for improving fifth-grade students' understanding of integer concepts.