Systematic Literature Review: Pengembangan Game Edukasi Berbasis Construct 2 untuk Meningkatkan Pemahaman Konsep Matematika dan Literasi Digital

The integration of digital technology into the educational process has become a significant effort in education. This research aims to contribute to the literature on educational game development by describing an effective approach using Construct 2 as a development platform. Additionally, due to the importance of students' understanding of mathematical concepts and digital literacy, accompanied by the lack of varied learning media to support the mathematics learning process, this study was conducted. The research methodology employed in this study is the Systematic Literature Review (SLR) method. Thirteen source articles were selected using relevant databases such as Google Scholar. The results of the literature review indicate that the development of educational games has shown positive impacts in enhancing students' understanding of mathematical concepts and digital literacy. Through interaction with technology in the context of learning, students can develop their understanding of concepts and digital literacy using interactive elements.

Authors

Institutions

Publication Details

Journal
ARSEN Jurnal Penelitian Pendididikan
Published
2025-01-15
DOI
https://doi.org/10.30822/arsen.v2i2.3381
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Systematic Literature Review: Pengembangan Game Edukasi Berbasis Construct 2 untuk Meningkatkan Pemahaman Konsep Matematika dan Literasi Digital

Nafida Hetty Marhaeni, Rufus Abyater Kustiyarto
ARSEN Jurnal Penelitian Pendididikan
Educational Methods and Media Use
article

Systematic Literature Review: Pengembangan Game Edukasi Berbasis Construct 2 untuk Meningkatkan Pemahaman Konsep Matematika dan Literasi Digital

Nafida Hetty Marhaeni, Rufus Abyater Kustiyarto
article en

Abstract

The integration of digital technology into the educational process has become a significant effort in education. This research aims to contribute to the literature on educational game development by describing an effective approach using Construct 2 as a development platform. Additionally, due to the importance of students' understanding of mathematical concepts and digital literacy, accompanied by the lack of varied learning media to support the mathematics learning process, this study was conducted. The research methodology employed in this study is the Systematic Literature Review (SLR) method. Thirteen source articles were selected using relevant databases such as Google Scholar. The results of the literature review indicate that the development of educational games has shown positive impacts in enhancing students' understanding of mathematical concepts and digital literacy. Through interaction with technology in the context of learning, students can develop their understanding of concepts and digital literacy using interactive elements.

ARSEN Jurnal Penelitian PendididikanVol. 2(2)
Universitas Mercu Buana Yogyakarta (ID)
Openalex Percentile: Top 91%
Educational Methods and Media Use
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.