Deep learning to optimize literacy intervention with educational games in elementary schools

This study examines the impact of deep learning-supported game-based learning on literacy skills in primary school students in Indonesia. A four-month intervention involving 32 fifth-grade students used adaptive educational games to target phonemic awareness, vocabulary, and reading comprehension. Utilizing a quasi-experimental design with pre-test and post-test assessments, the study found an average literacy score increase of 31.84 points post-intervention. Students from lower socioeconomic backgrounds showed the greatest improvement, indicating the potential of adaptive, technology-assisted education to reduce learning disparities. The use of deep learning models to personalize feedback and adjust content to individual needs was key to enhancing student engagement. The findings suggest that integrating deep learning with game-based learning can significantly boost literacy outcomes, especially in under-resourced settings. Further research is recommended to evaluate these interventions across broader populations and extended timelines

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Publication Details

Journal
Premiere Educandum Jurnal Pendidikan Dasar dan Pembelajaran
Published
2025-03-19
DOI
https://doi.org/10.25273/pe.v14i1.21665
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Deep learning to optimize literacy intervention with educational games in elementary schools

Suarti Djafar, Ita Sarmita Samad, Muhammad Junaedi Mahyuddin, Ismail Ismail et al.
Premiere Educandum Jurnal Pendidikan Dasar dan Pembelajaran
Educational Games and Gamification
article

Deep learning to optimize literacy intervention with educational games in elementary schools

Suarti Djafar, Ita Sarmita Samad, Muhammad Junaedi Mahyuddin, Ismail Ismail, Rahmat Rahmat
article en

Abstract

This study examines the impact of deep learning-supported game-based learning on literacy skills in primary school students in Indonesia. A four-month intervention involving 32 fifth-grade students used adaptive educational games to target phonemic awareness, vocabulary, and reading comprehension. Utilizing a quasi-experimental design with pre-test and post-test assessments, the study found an average literacy score increase of 31.84 points post-intervention. Students from lower socioeconomic backgrounds showed the greatest improvement, indicating the potential of adaptive, technology-assisted education to reduce learning disparities. The use of deep learning models to personalize feedback and adjust content to individual needs was key to enhancing student engagement. The findings suggest that integrating deep learning with game-based learning can significantly boost literacy outcomes, especially in under-resourced settings. Further research is recommended to evaluate these interventions across broader populations and extended timelines

Premiere Educandum Jurnal Pendidikan Dasar dan PembelajaranVol. 14(1)
State University of Makassar (ID)
Openalex Percentile: Top 92%
Educational Games and Gamification
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Deep learning to optimize literacy intervention with educational games in elementary schools — Suarti Djafar, Ita Sarmita Samad, et al. · Premiere Educandum Jurnal Pendidikan Dasar dan Pembelajaran (2025) | TGRS Research Map | TGRS