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Journal : Kharisma Tech

Implementing the Flutter Educational Game "Bubble Math" to Improve Fifth Grade Students' Understanding of Arithmetic Operations Lionza, Rahmat; Sidhiq Andriyanto; Tri Agusti Farma
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.643

Abstract

Mathematics learning in elementary schools generally still uses conventional methods, resulting in low student interest and understanding of arithmetic concepts. This research was conducted to develop an interactive learning medium in the form of an Android-based educational game called Bubble Math, designed for 5th-grade Public Madrasah Ibtidaiyah students. The game was developed using the Flutter framework. The game employs a drag and drop mechanic to train students’ accuracy and speed in solving basic arithmetic operations, including addition, subtraction, multiplication, and division. The development process followed the Game Development Life Cycle (GDLC) method, which consists of six stages: Initiation, Pre-production, Production, Testing (Alpha), Testing (Beta), and Release. The test results showed a 22.3% increase in Pretest-Posttest scores, with a User Acceptance Test (UAT) score of 91.09% from students. Therefore, Bubble Math is proven to be a feasible and effective medium for arithmetic learning in elementary schools.
RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP Julianto, Fadil; Sidhiq Andriyanto; Better Swengky
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.654

Abstract

This study aims to develop a gamification-based educational game application that supports learning arithmetic operations for junior high school students. The application was developed through several stages, including needs analysis, system design using an Activity Diagram, implementation using Flutter and Laravel, and evaluation through Black Box Testing and User Acceptance Testing (UAT). The application integrates structured learning materials, interactive quizzes, and an educational Snakes and Ladders Math Game designed to enhance students’ motivation and conceptual understanding. The Black Box Testing results indicate that all system functions operate properly and as intended. Meanwhile, the UAT results involving 18 seventh-grade students achieved an average feasibility score of 88.51%, categorized as highly feasible. The highest score was obtained in the game responsiveness aspect, demonstrating that the application provides a smooth and engaging learning experience. Overall, this application is considered effective as an alternative digital learning media that improves students’ understanding of arithmetic operations and supports the digitalization of mathematics learning in junior high schools.