Educational Games for Learning Mathematics Medium at Elementary School Level

Observation data shows various problems experienced by elementary school students when learning about Greatest Common Factor (GCF) and Least Common Multiple (LCM). This research aims to: (1) understand the effectiveness of learning math through education game, (2) introduce technology to students without interrupting their regular study time, and (3) increase students’ interest in learning math through education game. Sample used were 62 students in grade 5 and 6. The method of this research uses 4 variables, i.e. Performance Expectancy (PE), Effort Expectancy (EE), Hedonic Motivation (HM), and Behavioral Intention (BI). After the respondents have tried playing the game, they fill out Google form and the result obtained with 51 respondents.

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Publication Details

Journal
Journal of Business and Technology
Published
2024-12-02
DOI
https://doi.org/10.24167/jbt.v4i3.11833
Citations
1
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.78
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article

Educational Games for Learning Mathematics Medium at Elementary School Level

Andre Kurniawan Pamudji, FX Hendra Prasetya, Benedikta Avien Ardyani
1 citations
Journal of Business and Technology
Educational Methods and Media Use
0.78
article

Educational Games for Learning Mathematics Medium at Elementary School Level

Andre Kurniawan Pamudji, FX Hendra Prasetya, Benedikta Avien Ardyani
article en
1 citations

Abstract

Observation data shows various problems experienced by elementary school students when learning about Greatest Common Factor (GCF) and Least Common Multiple (LCM). This research aims to: (1) understand the effectiveness of learning math through education game, (2) introduce technology to students without interrupting their regular study time, and (3) increase students’ interest in learning math through education game. Sample used were 62 students in grade 5 and 6. The method of this research uses 4 variables, i.e. Performance Expectancy (PE), Effort Expectancy (EE), Hedonic Motivation (HM), and Behavioral Intention (BI). After the respondents have tried playing the game, they fill out Google form and the result obtained with 51 respondents.

Journal of Business and TechnologyVol. 4(3)
Soegijapranata Catholic University (ID)
Quality Education
Openalex Percentile: Top 19%
Educational Methods and Media Use
0.78
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