Vol. 11 No. 7 (2025): July
Open Access
Peer Reviewed

Mathematic Games as an Educational Technology Strategy to Improve Motivation and Learning Outcomes of Elementary School Students

Authors

Serni Mulia Hartati , Ulfia Rahmi , Jasrial , Ridwan

DOI:

10.29303/jppipa.v11i7.12253

Published:

2025-07-25

Downloads

Abstract

This study investigated the effect of Mathematics Games and learning motivation on the mathematics achievement of fifth-grade students at SDN 03 Koto Kaciak. Using a quantitative approach with a 2×2 factorial quasi-experimental design, students were assigned to experimental and control groups. Data were collected through pre- and post-tests and a learning motivation questionnaire. Two-way ANOVA was used for analysis. The results showed that the Mathematics Games method did not significantly affect learning outcomes (p > 0.05), although the experimental group demonstrated slightly higher mean scores than the control group. In contrast, learning motivation significantly influenced students’ mathematics achievement (p < 0.05), with high-motivation students outperforming their peers. No significant interaction was found between teaching method and motivation level. These findings suggest that while the Mathematics Games method did not produce statistically significant gains, learning motivation remains a key factor in academic success. The study’s contribution lies in its contextual application of Mathematics Games as an instructional strategy in a rural elementary school setting, highlighting the importance of implementation quality and learner characteristics. Further research with longer treatment duration and larger samples is recommended to assess long-term effects and refine the integration of educational games in elementary mathematics instruction.

Keywords:

Elementary school Learning outcomes Mathematics games Motivation Technology Education

References

Afifa, K., & Astuti, T. (2024). The Effect of Digital Learning Media on Motivation and Learning Outcomes of IPAS. Jurnal Penelitian Pendidikan IPA, 10(6), 3155–3165. https://doi.org/10.29303/jppipa.v10i6.7513

Ananta, M. R., Nurmayanti, N., & Syamsunir, S. (2024). Pengembangan Media Pembelajaran Matematika Berbasis Game Edukasi pada Materi Operasi Perkalian. Pendas: Jurnal Ilmiah Pendidikan Dasar, 9(4). https://doi.org/10.23969/jp.v9i4.17854

Anggraini, W., & Hudaidah, H. (2021). Reformasi Pendidikan Menghadapi Tantangan Abad 21. Journal on Education, 3(3), 208–215. https://doi.org/10.31004/joe.v3i3.363

Auliyah, A. D., & Kusaeri, K. (2024). Mengungkapkan Efektivitas Permainan Matematika Instruksional dalam Meningkatkan Motivasi Intrinsik dan Prestasi Belajar Siswa. Elips: Jurnal Pendidikan Matematika, 5(2), 162-174. https://doi.org/10.47650/elips.v5i2.1342

Badateng, E. (2020). Penggunaan Metode Permainan untuk Meningkatkan Hasil Belajar Matematika Topik Bangun Datar. PINISI: Jurnal of Teacher Professional, 1(2). https://doi.org/10.26858/tpj.v3i1.26795

Dari, U., Halim, A., & Ilyas, S. (2022). Influence of the Use of the Approach of Blended Learning Model Rotation Based Moodle on Motivation and Cognitive Abilities of Students in the Subjects of Physics. Jurnal Penelitian Pendidikan IPA, 8(1), 195–202. https://doi.org/10.29303/jppipa.v8i1.1100

Debrenti, E. (2024). Game-Based Learning Experiences in Primary Mathematics Education. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1331312

Deci, E. L., & Ryan, R. M. (1985). Intrinsic Motivation and Self-Determination in Human Behavior. Plenum.

Ding, A.-C. E., & Yu, C.-H. (2024). Serious Game-Based Learning and Learning by Making Games: Types of Game-Based Pedagogies and Student Gaming Hours Impact Students’ Science Learning Outcomes. Computers & Education, 218, 105075. https://doi.org/10.1016/j.compedu.2024.105075

Erlitaviana, D., & Tyas, D. N. (2025). The Relationship between the Use of Audio-Visual Learning Media and Learning Motivation with Learning Outcomes in Elementary School. Jurnal Penelitian Pendidikan IPA, 11(3), 163–170. https://doi.org/10.29303/jppipa.v11i3.10375

García, T., Rodríguez, C., Betts, L., Areces, D., & González-Castro, P. (2016). How Affective-Motivational Variables and Approaches to Learning Predict Mathematics Achievement in Upper Elementary Levels. Learning and Individual Differences, 49, 25–31. https://doi.org/10.1016/j.lindif.2016.05.021

Gök, A., & Karamete, A. (2025). Designing a Mathematical Modeling Activity for Students with Mild Intellectual Disabilities: Google Maps Example. Milli Eğitim Dergisi, 54(246), 959–996. https://doi.org/10.37669/milliegitim.1605632

Guan, X., Sun, C., Hwang, G., Xue, K., & Wang, Z. (2024). Applying Game-Based Learning in Primary Education: A Systematic Review of Journal Publications from 2010 to 2020. Interactive Learning Environments, 32(2), 534–556. https://doi.org/10.1080/10494820.2022.2091611

Habibi, M. A. M. (2023). Effect of the STEAM Method on Children’s Creativity. Jurnal Penelitian Pendidikan IPA, 9(1), 315–321. https://doi.org/10.29303/jppipa.v9i1.2378

Hala, M., & Xhomara, N. (2024). The Impact of Technology, Learning Style, Instructional Approach, and Attitude on Learning Outcomes. International Journal of Evaluation and Research in Education (IJERE), 13(6), 3609. https://doi.org/10.11591/ijere.v13i6.29973

Harianja, R., & Tampubolon, T. (2025). The Influence of the Learning Environment on Students’ Motivation to Learn Mathematics. Jurnal Penelitian Pendidikan IPA, 11(5), 1110–1115. https://doi.org/10.29303/jppipa.v11i5.11245

Hussein, M. H., Ow, S. H., Elaish, M. M., & Jensen, E. O. (2022). Digital Game-Based Learning in K-12 Mathematics Education: A Systematic Literature Review. Education and Information Technologies, 27(2), 2859–2891. https://doi.org/10.1007/s10639-021-10721-x

Iskandar, D., Rahayu, I., Ulum, U. A., Hakim, L., & Ruhiya, Y. (2023). The Utilization of 3D Technology in Mathematics Learning. Jurnal Penelitian Pendidikan IPA, 9(8), 6774–6777. https://doi.org/10.29303/jppipa.v9i8.4284

Kiili, K., Moeller, K., & Ninaus, M. (2018). Evaluating the Effectiveness of a Game-Based Rational Number Training—In-Game Metrics as Learning Indicators. Computers & Education, 120, 13–28. https://doi.org/10.1016/j.compedu.2018.01.012

Locke, E. A., & Latham, G. P. (2002). Building a Practically Useful Theory of Goal Setting and Task Motivation: A 35-Year Odyssey. American Psychologist, 57(9), 705–717. https://doi.org/10.1037/0003-066x.57.9.705

Lv, B., Lv, L., Wang, P., & Luo, L. (2019). A Person-Centered Investigation of Math Motivation and Its Correlates to Math Achievement in Elementary Students. Journal of Pacific Rim Psychology, 13. https://doi.org/10.1017/prp.2019.21

Marwati, M., Jasruddin, J., & Arafah, K. (2024). Pengaruh Minat Belajar, Kecerdasan Emosional dan Motivasi Berprestasi Terhadap Kemampuan Berpikir Kritis Fisika Peserta Didik Kelas XI UPT SMAN 4 Bantaeng. Jurnal Penelitian Pendidikan IPA, 10(12), 10076–10082. https://doi.org/10.29303/jppipa.v10i12.8891

Moenikia, M., & Zahed-Babelan, A. (2010). A Study of Simple and Multiple Relations Between Mathematics Attitude, Academic Motivation and Intelligence Quotient with Mathematics Achievement. Procedia - Social and Behavioral Sciences, 2(2), 1537–1542. https://doi.org/10.1016/j.sbspro.2010.03.231

Moon, J., Yeo, S., Si, Q., & Ijeluola, A. S. (2025). A Scoping Review of Game-Based Learning for Mathematics Teacher Education. International Journal of Mathematical Education in Science and Technology, 56(7), 1280–1308. https://doi.org/10.1080/0020739x.2024.2337934

Ndoa, Y. A. A., & Jumadi, J. (2022). Increasing Learning Motivation Through the Application of Physics E-Module Based on Flipped Learning. Jurnal Penelitian Pendidikan IPA, 8(3), 1223–1230. https://doi.org/10.29303/jppipa.v8i3.1556

Partovi, T., & Razavi, M. R. (2019). The Effect of Game-Based Learning on Academic Achievement Motivation of Elementary School Students. Learning and Motivation, 68, 101592. https://doi.org/10.1016/j.lmot.2019.101592

Piaget, J. (1952). The Origins of Intelligence in Children. (M. Cook, Trans.). W W Norton & Co. https://doi.org/10.1037/11494-000

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Pratiwi, K. A. M. (2022). Efektivitas Flipped Classroom Learning Terhadap Peningkatan Hasil Belajar Matematika Siswa SMP. Jurnal Pendidikan Matematika Undiksha, 12(2), 73–82. https://doi.org/10.23887/jjpm.v12i2.37320

Putra, S. A., & Marta, E. (2024). Penerapan Metode Belajar Berbasis Permainan untuk Menigkatkan Motivasi Belajar Siswa pada Pembelajaran Matematika di Kelas II SD Negeri 006 Kepenuhan. Jurnal Pendidikan Tambusai, 8(3), 46625–46634. Retrieved from https://jptam.org/index.php/jptam/article/view/22859

Qolbi, M. S., At Thaariq, Z. Z., Az-Zahroh, S. F., Anwar, M. M., & Faiza, N. (2019). Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities. JPP (Jurnal Pendidikan dan Pembelajaran), 26(2), 51–56. https://doi.org/10.17977/um047v26i22019p051

Rakasiwi, C. W., & Muhtadi, A. (2021). Developing Educational Games for Mathematics Learning to Improve Learning Motivation and Outcomes. JTP - Jurnal Teknologi Pendidikan, 23(1), 49–57. https://doi.org/10.21009/jtp.v23i1.18356

Safitri, R., Hadi, S., & Widiasih, W. (2023). Effect of the Problem Based Learning Model on the Students Motivation and Learning Outcomes. Jurnal Penelitian Pendidikan IPA, 9(9), 7310–7316. https://doi.org/10.29303/jppipa.v9i9.4772

Salazar, R. R., & Gumanoy, R. M. (2025). Differentiated Learning Activities: Effects on Students Motivation and Involvement in Teaching Mathematics. International Journal of Research and Innovation in Social Science, 9(3s), 1707–1714. Retrieved from https://EconPapers.repec.org/RePEc:bcp:journl:v:9:y:2025:i:3s:p:1707-1714

Sari, M. J., & Paidi, P. (2023). Analysis of Students’ Learning Motivation Using Guided Inquiry Learning Model. Jurnal Penelitian Pendidikan IPA, 9(8), 6265–6271. https://doi.org/10.29303/jppipa.v9i8.4366

Slavin, R. E. (2012). Educational Psychology: Theory and Practice (Tenth edition). Boston: Pearson.

Sucipto, S. (2024). Tantangan dan Peluang Implementasi Pembelajaran Berbasis Teknologi di Era Digital. Jurnal Ilmiah Pendidikan Citra Bakti, 11(3), 902–916. https://doi.org/10.38048/jipcb.v11i3.4192

Sugiyono, S. (2013). Metode Penelitian Kuantittaif, Kualitatif, dan R&D. Bandung: Alfabeta.

Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of Game‐Based Learning on Students’ Mathematics Achievement: A Meta‐Analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347

Vygotsky, L. S. (1981). Mind in Society: The Development of Higher Psychological Processes (Nachdr.). Cambridge, Mass: Harvard Univ. Press.

Author Biographies

Serni Mulia Hartati, Universitas Negeri Padang

Author Origin : Indonesia

Ulfia Rahmi, Universitas Negeri Padang

Author Origin : Indonesia

Jasrial, Universitas Negeri Padang

Author Origin : Indonesia

Ridwan, Universitas Negeri Padang

Author Origin : Indonesia

Downloads

Download data is not yet available.

How to Cite

Hartati, S. M., Rahmi, U., Jasrial, & Ridwan. (2025). Mathematic Games as an Educational Technology Strategy to Improve Motivation and Learning Outcomes of Elementary School Students. Jurnal Penelitian Pendidikan IPA, 11(7), 762–769. https://doi.org/10.29303/jppipa.v11i7.12253