The Industrial Revolution 4.0 has significantly impacted various aspects of life, including education, particularly using information and communication technology in learning processes. This study employs the Research & Development (R&D) method, aiming to develop the Dakota Game to Improve Conceptual Understanding of GCF (Greatest Common Factor) and LCM (Least Common Multiple) among fifth-grade students. The Dakota educational game was developed using the 4-D development model, although its distribution was limited to the school where the research was conducted. The study involved fifth-grade students at BUQ Betengan Demak Elementary School. Validation results from material and media experts indicate that the developed Dakota educational game is suitable for learning. Additionally, student responses were positive, with an average percentage of 92%. Meanwhile, the pretest results before students used the Dakota Game showed an average score of 75.25, while post-treatment scores after using the game averaged 84.45. This result demonstrates that the Dakota educational game for GCF and LCM material can enhance students' conceptual understanding and meet the criteria for being an effective and appropriate mathematics learning medium for fifth-grade classrooms.Keywords: Dakota Game, Conceptual Understanding, GCF, LCM
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