The effectiveness of artificial intelligence in gamification assessment for meansuring learning outcomes of elementary school students at SDN Kemayoran 2 Bangkalan

This study aims to analyze the effectiveness of applying Artificial Intelligence (AI) in assessment gamification to improve student learning outcomes at SDN Kemayoran 2 Bangkalan. The research employed a quasi-experimental method with a nonequivalent control group design. The participants consisted of fourth-grade students divided into a control class and an experimental class. The instruments used included pretest and posttest assessments to measure students’ understanding before and after the intervention, as well as data analysis using an independent samples t-test, normality test, and N-Gain test. The study results indicated an increase in the average learning outcome scores for both the control group (81.68) and the experimental group (86.63), with the latter showing a significantly greater improvement. The independent samples t-test yielded a significance value of 0.00 (< 0.05), confirming data were accepted. Furthermore, the normality test indicated that the data were normally distributed, as the significance value was ≥ 0.05. Additionally, the N-Gain test yielded an average score of 0.80 (high improvement category) and an effectiveness percentage of 80.41% (highly effective category). Therefore, the study concludes that the application of Artificial Intelligence in assessment gamification is proven effective and has a substantial impact on improving student learning outcomes at SDN Kemayoran 2 Bangkalan. This research implies that AI-based educational technologies can serve as innovative alternatives to support the learning process in elementary schools.

Authors

Publication Details

Journal
Springer Link (Chiba Institute of Technology)
Published
2025-12-22
DOI
https://doi.org/10.1051/epjconf/202534401025/pdf
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The effectiveness of artificial intelligence in gamification assessment for meansuring learning outcomes of elementary school students at SDN Kemayoran 2 Bangkalan

Reskiya Ramadani, Ika Dian Rahmawati, Rika Wulandari
Springer Link (Chiba Institute of Technology)
Educational Games and Gamification
article

The effectiveness of artificial intelligence in gamification assessment for meansuring learning outcomes of elementary school students at SDN Kemayoran 2 Bangkalan

Reskiya Ramadani, Ika Dian Rahmawati, Rika Wulandari
article en

Abstract

This study aims to analyze the effectiveness of applying Artificial Intelligence (AI) in assessment gamification to improve student learning outcomes at SDN Kemayoran 2 Bangkalan. The research employed a quasi-experimental method with a nonequivalent control group design. The participants consisted of fourth-grade students divided into a control class and an experimental class. The instruments used included pretest and posttest assessments to measure students’ understanding before and after the intervention, as well as data analysis using an independent samples t-test, normality test, and N-Gain test. The study results indicated an increase in the average learning outcome scores for both the control group (81.68) and the experimental group (86.63), with the latter showing a significantly greater improvement. The independent samples t-test yielded a significance value of 0.00 (< 0.05), confirming data were accepted. Furthermore, the normality test indicated that the data were normally distributed, as the significance value was ≥ 0.05. Additionally, the N-Gain test yielded an average score of 0.80 (high improvement category) and an effectiveness percentage of 80.41% (highly effective category). Therefore, the study concludes that the application of Artificial Intelligence in assessment gamification is proven effective and has a substantial impact on improving student learning outcomes at SDN Kemayoran 2 Bangkalan. This research implies that AI-based educational technologies can serve as innovative alternatives to support the learning process in elementary schools.

Springer Link (Chiba Institute of Technology)
Quality Education
Openalex Percentile: Top 28%
Educational Games and Gamification
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.