Android-Based Math Build Space Educational Game for Elementary School Students: A Case Study at SD Inpres Palindi Mburung
DOI:
https://doi.org/10.59934/jaiea.v5i1.1330Keywords:
Education, Educational Games Build Space, Fisher Yates Shuffle, MDLC, SD Inpres Palindi MburungAbstract
Technology, as a product of scientific advancement, has significantly influenced various sectors, including education. In the educational field, progress in information and communication technology (ICT) has enhanced learning effectiveness through digital media such as computers, the internet, and Android-based devices. One notable innovation is educational games, which offer students an engaging, interactive, and enjoyable learning experience. These games are particularly effective in helping students grasp abstract concepts through visual and animated methods. At the elementary level, mathematics is a critical subject for developing foundational understanding; however, many students struggle with spatial concepts due to their abstract nature. Observations and questionnaires conducted with grade V students at SD Inpres Palindi Mburung revealed a low average understanding score of 2.0, with an average ability score of 2.92 in calculating area and volume. Limited use of engaging learning media contributes to student boredom and declining performance. Interestingly, the survey indicated high student interest in game-based learning, with an average score of 3.46. This study, therefore, aims to design and develop an Android-based math educational game utilizing the Fisher-Yates Shuffle algorithm and the Multimedia Development Life Cycle (MDLC) approach as an innovative and effective solution for teaching spatial concepts.
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