This study investigates the effect of implementing the STEM-based “Squid Math” game on fifth-grade students’ problem-solving abilities in plane geometry. The study employed a quasi-experimental method with a nonequivalent control group design. The participants consisted of 15 fifth-grade students from SDN 2 Jerowaru as the experimental group and 23 fifth-grade students from SDN 2 Paremas as the control group. The research instrument used was an essay test that had been tested for validity and reliability. The data were analyzed through normality testing, homogeneity testing, and hypothesis testing using the Independent Samples T-Test with the assistance of SPSS 25. The findings revealed that the experimental group’s mean score increased from 53.67 in the pre-test to 84.17 in the post-test, whereas the control group’s mean score improved from 41.26 to 61.85. The implementation of learning activities reached 100% in the experimental group and 95% in the control group. The hypothesis test produced a significance value of p = 0.000 0.05, indicating a significant difference between the two groups. Therefore, the STEM-based “Squid Math” game media significantly contributed to improving fifth-grade students’ problem-solving skills in plane geometry. This learning media is recommended as an innovative alternative for mathematics instruction in elementary schools.
Copyrights © 2026