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A Digital Dakon Game for Elementary Mathematics Learning: An ADDIE-Based Development Muhammad Aulia Nalendra; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 3 (2026): bit-Tech - IN PROGRESS
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3748

Abstract

Mathematics learning in elementary school often relies on repetitive exercises that can reduce student engagement and motivation. Digital game-based learning provides opportunities to create interactive learning environments by integrating instructional content into gameplay. In addition, ethnomathematics emphasizes connecting mathematical concepts with familiar cultural contexts. One traditional Indonesian game with mathematical potential is Dakon, which involves counting, comparison, and distribution activities. This study aimed to develop and evaluate a culturally contextualized digital mathematics game based on Dakon for elementary school students. The study contributes by integrating ethnomathematics into a structured digital game-based learning environment using the ADDIE instructional design model. The game was implemented as an Android-based application using Unity game engine with a rule-based AI opponent. Arithmetic questions were embedded into gameplay across three progressive levels to support gradual learning. The implementation involved twenty third-grade students from MI Fajar Siddiq Elementary School in Palembang, Indonesia. System functionality was validated using black-box testing, while user evaluation was conducted using a 13-item Likert-scale questionnaire measuring usability, attractiveness, effectiveness, and user acceptance. The results showed that all system features functioned as expected. User evaluation indicated positive perceptions with mean scores of 4.19 (usability), 4.17 (attractiveness), 4.38 (effectiveness), and 4.30 (user acceptance), with an overall mean of 4.25 and a feasibility percentage of 85%. The reliability test yielded a Cronbach’s alpha of 0.88, indicating strong internal consistency. These findings suggest that integrating culturally relevant games into digital learning environments can enhance engagement and support mathematics learning.
Gamification-Based Redesign of Sekawan V3 Using User-Centered Design and Usability Evaluation Fadhlan Putera Sopian; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 3 (2026): bit-Tech - IN PROGRESS
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3774

Abstract

Higher education institutions expect thesis administration systems to support students not only functionally but also through clear workflow guidance and sustained engagement. In Sekawan V3, preliminary observation and an initial user interview identified issues related to limited progress visibility, fragmented workflow, unclear status feedback, and low motivational support during the undergraduate thesis process. This study aimed to redesign Sekawan V3 by integrating gamification elements based on the Octalysis framework into its interface while grounding the redesign in a user-centered design approach. The novelty of this study lies in applying gamification to a procedural academic administrative workflow to improve progress awareness and user motivation in thesis administration. The study consisted of four main stages: understanding the context of use, specifying user requirements, producing design solutions, and evaluating the resulting prototype. A high-fidelity prototype was developed in Figma by redesigning the main thesis administration features, including Dashboard, Files, Logbook, Progress Check, and Leaderboard. The gamification system was implemented through progress indicators, levels, badges, and task guidance. A usability evaluation was conducted through online unmoderated testing with 26 respondents (17 active students and 9 alumni), followed by the System Usability Scale questionnaire. The results showed an overall SUS score of 72.79, categorized as an acceptable usability level with a good user experience rating. These findings suggest that the gamification-based redesign can improve progress awareness, workflow clarity, and motivational support in thesis administration, while still requiring further refinement and full backend implementation.