Proceeding ISETH (International Summit on Science, Technology, and Humanity)
2024: Proceeding ISETH (International Summit on Science, Technology, and Humanity)

The Effectiveness of Educational Games in Digital Literacy to Improve Healthy Social Interactions in Elementary Schools

Putri, Dyta Anggraini (Unknown)
Wulandari, Murfiah Dewi (Unknown)



Article Info

Publish Date
21 Jul 2025

Abstract

Purpose: This study aims to determine the effectiveness of educational games in fostering digital literacy to enhance healthy social interaction among elementary school students. By leveraging digital game-based learning, the research examines whether gamemediated activities can stimulate student engagement and promote constructive peer relationships. Methodology: Employing a quantitative quasi-experimental design with pretest–posttest control groups, the study involved two fifthgrade classes at an elementary school: class VA (experimental) and class VB (control). Both groups completed a pretest measuring healthy social interaction, after which the experimental group engaged in a series of educational game sessions while the control group followed regular instruction. A posttest was administered to both groups, and data were analyzed using the General Linear Model and normalized gain (N-gain) to assess learning effectiveness. Results: The experimental group (VA) achieved an N-gain of 79.16%, categorizing it as highly effective in improving healthy social interaction. In contrast, the control group (VB) recorded an N-gain of 30.79%, indicating a less effective outcome. These results demonstrate that students who learned via educational games exhibited significantly greater improvements in cooperative behaviors, communication skills, and mutual respect. Applications/Originality/Value: By confirming that educational game-based interventions can effectively cultivate healthy social interaction, this study provides a novel contribution to the literature on digital literacy and social skills development. Educators and curriculum designers can adopt game-centered modules to simultaneously build technological fluency and interpersonal competencies. Furthermore, the research highlights a previously underexplored linkage between educational gaming and social well-being, offering new directions for both pedagogical practice and future studies.

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Journal Info

Abbrev

iseth

Publisher

Subject

Computer Science & IT Engineering Medicine & Pharmacology Social Sciences Other

Description

The International Summit on Science, Technology and Humanity (ISETH) is organised by Universitas Muhammadiyah Surakarta. This summit aims to provide a platform for researchers and academics to share their research findings with others and meet lecturers and researchers from other institutions and to ...