Development and Effectiveness of the Pint@r Hybrid Game-Based Learning in Improving Literacy Numeracy and Motivation of Hospitalized Primary School Students

Primary school students undergoing treatment in hospitals often face the challenges of academic dropout and psychosocial stress that affect learning motivation.Therefore, the PInT@R innovation (Permainan Interaktif Tangga QR / Interactive QR Ladder Game) was developed to design, implement and evaluating the effectiveness of a hybrid game media to improve literacy numeracy and learning motivation among primary school students in hospitals.The methodology for developing this innovation is structured using the ADDIE instructional design model.A study with a pre-post quasi-experimental design was conducted on 3 students, parents, and teachers.Data were collected through literacy numeracy achievement tests, motivation scale questionnaires, and structured observations.The study findings showed that PInT@R works and successfully produced a statistically significant increase from 45% to 78% in the mean score of students' literacy numeracy mastery after the intervention.In addition, the level of students' motivation towards learning literacy numeracy also increased significantly from 2.8/5.0 to 4.7/5.0.Feedback from students and mentors was also overwhelmingly positive, with students agreeing that PInT@R was reported to be fun, easy to use, and practical in the hospital setting.In conclusion, PInT@R has proven to be successful as an effective and holistic intervention tool for learning outside the formal classroom.The implications of this innovation suggest that integrating simple technology with traditional games can create meaningful learning experiences.PInT@R contributes to a costeffective and replicable solution model for the Hospital School Program, while also providing

Authors

Publication Details

Journal
International Journal of Academic Research in Progressive Education and Development
Published
2025-09-24
DOI
https://doi.org/10.6007/ijarped/v14-i3/26415
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Development and Effectiveness of the Pint@r Hybrid Game-Based Learning in Improving Literacy Numeracy and Motivation of Hospitalized Primary School Students

Wahyu Khafidah, Anisaturrahmi Anisaturrahmi, Norazimah Zakaria, Mazarul Hasan Bin Mohamad Hanapi et al.
International Journal of Academic Research in Progressive Education and Development
Educational Methods and Media Use
article

Development and Effectiveness of the Pint@r Hybrid Game-Based Learning in Improving Literacy Numeracy and Motivation of Hospitalized Primary School Students

Wahyu Khafidah, Anisaturrahmi Anisaturrahmi, Norazimah Zakaria, Mazarul Hasan Bin Mohamad Hanapi, Nada Rahmatika, Mohd Syaubari Othman, Mutia Sari, Andriana Anchak
article en

Abstract

Primary school students undergoing treatment in hospitals often face the challenges of academic dropout and psychosocial stress that affect learning motivation.Therefore, the PInT@R innovation (Permainan Interaktif Tangga QR / Interactive QR Ladder Game) was developed to design, implement and evaluating the effectiveness of a hybrid game media to improve literacy numeracy and learning motivation among primary school students in hospitals.The methodology for developing this innovation is structured using the ADDIE instructional design model.A study with a pre-post quasi-experimental design was conducted on 3 students, parents, and teachers.Data were collected through literacy numeracy achievement tests, motivation scale questionnaires, and structured observations.The study findings showed that PInT@R works and successfully produced a statistically significant increase from 45% to 78% in the mean score of students' literacy numeracy mastery after the intervention.In addition, the level of students' motivation towards learning literacy numeracy also increased significantly from 2.8/5.0 to 4.7/5.0.Feedback from students and mentors was also overwhelmingly positive, with students agreeing that PInT@R was reported to be fun, easy to use, and practical in the hospital setting.In conclusion, PInT@R has proven to be successful as an effective and holistic intervention tool for learning outside the formal classroom.The implications of this innovation suggest that integrating simple technology with traditional games can create meaningful learning experiences.PInT@R contributes to a costeffective and replicable solution model for the Hospital School Program, while also providing

International Journal of Academic Research in Progressive Education and DevelopmentVol. 14(3)
Universiti Pendidikan Sultan Idris
Openalex Percentile: Top 62%
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.

Development and Effectiveness of the Pint@r Hybrid Game-Based Learning in Improving Literacy Numeracy and Motivation of Hospitalized Primary School Students — Wahyu Khafidah, Anisaturrahmi Anisaturrahmi, et al. · International Journal of Academic Research in Progressive Education and Development (2025) | TGRS Research Map | TGRS