Modem : Jurnal Informatika dan Sains Teknologi
Vol. 4 No. 1 (2026): Januari : Modem : Jurnal Informatika dan Sains Teknologi

Penerapan Bayesian Knowledge Tracing pada Game Ethno Run sebagai Media Pembelajaran Matematika Adaptif untuk Siswa Kelas 3-5 Sekolah Dasar

Alvi Setya Kurnia Dewi (Unknown)
Anita Qoiriah (Unknown)



Article Info

Publish Date
26 Jan 2026

Abstract

Mathematics is a core subject that develops critical thinking skills; however, many third to fifth-grade elementary school students face difficulties with conventional teaching methods that tend to be uniform and less adaptive. This study aims to develop and implement a mobile-based educational game, "Ethno Run," which integrates the Bayesian Knowledge Tracing (BKT) algorithm to provide an adaptive learning experience. The method used is Research and Development (R&D) with the Multimedia Development Life Cycle (MDLC) framework. The system uses BKT to track students' mastery in real-time by analyzing their responses to pre-tests and exercises within the game, which then adjusts the difficulty level and focuses the post-test on areas identified as weak, such as arithmetic operations and geometry. The findings show that this adaptive approach significantly improves learning outcomes, with the average score increasing from 44.33 on the pre-test to 85.33 on the post-test among 30 students. This study concludes that the integration of Artificial Intelligence through BKT effectively personalizes learning, enhances student motivation, and provides data-driven insights for teachers regarding students' progress. The implication of this research is that adaptive game-based learning serves as a feasible interactive solution to bridge the gap in conventional basic mathematics education.

Copyrights © 2026






Journal Info

Abbrev

Modem

Publisher

Subject

Computer Science & IT

Description

Modem : Jurnal Informatika dan Sains Teknologi memuat hasil-hasil penelitian di bidang Ilmu Informatika dan ...