Elementary School Student's Mathematical Literacy Skills: My Trip Math Adventure Game Learning Media

This study's objective is to determine the level of students' mathematical literacy skills before and after using the My Trip Math Adventure game. This research method uses a quantitative approach and employs a quasi-experimental design with a one-group pretest-posttest design. The sample of this study was grade V students of elementary school Inpres 15 Wara. The analysis technique used was descriptive statistical analysis and inferential statistical analysis. The results of the study indicated that there was an increase in students' mathematical literacy skills after the implementation of the My Trip Math Adventure game. The present study is based on the results of data analysis using descriptive statistics for students' mathematical literacy skills before the implementation of the My Trip Math Adventure game. Following the implementation of the My Trip Math Adventure game, 33% of students rated their mathematical literacy skills as high, while 67% rated them as very high. The results of the inferential statistical analysis (paired sample T-test) obtained a significance value of <0.05, which means that there was an increase in students' mathematical literacy skills after the implementation of the My Trip Math Adventure game in elementary school.

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Publication Details

Journal
ETDC Indonesian Journal of Research and Educational Review
Published
2025-03-27
DOI
https://doi.org/10.51574/ijrer.v4i2.2867
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Elementary School Student's Mathematical Literacy Skills: My Trip Math Adventure Game Learning Media

Pathuddin Pathuddin, Alfisyahra Alfisyahra, Sakinah Sakinah, Mubarik Mubarik
ETDC Indonesian Journal of Research and Educational Review
Educational Games and Gamification
article

Elementary School Student's Mathematical Literacy Skills: My Trip Math Adventure Game Learning Media

Pathuddin Pathuddin, Alfisyahra Alfisyahra, Sakinah Sakinah, Mubarik Mubarik
article en

Abstract

This study's objective is to determine the level of students' mathematical literacy skills before and after using the My Trip Math Adventure game. This research method uses a quantitative approach and employs a quasi-experimental design with a one-group pretest-posttest design. The sample of this study was grade V students of elementary school Inpres 15 Wara. The analysis technique used was descriptive statistical analysis and inferential statistical analysis. The results of the study indicated that there was an increase in students' mathematical literacy skills after the implementation of the My Trip Math Adventure game. The present study is based on the results of data analysis using descriptive statistics for students' mathematical literacy skills before the implementation of the My Trip Math Adventure game. Following the implementation of the My Trip Math Adventure game, 33% of students rated their mathematical literacy skills as high, while 67% rated them as very high. The results of the inferential statistical analysis (paired sample T-test) obtained a significance value of <0.05, which means that there was an increase in students' mathematical literacy skills after the implementation of the My Trip Math Adventure game in elementary school.

ETDC Indonesian Journal of Research and Educational ReviewVol. 4(2)
Tadulako University (ID)
Openalex Percentile: Top 91%
Educational Games and Gamification
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