Optimizing the Utilization of Game-Based Learning Application for Elementary Students First Phase


Sri Sukasmi(1Mail), Asrowi Asrowi(2), Nur Arifah Drajati(3),
Teknologi Pendidikan, Universitas Sebelas Maret, Indonesia(1)
Teknologi Pendidikan, Universitas Sebelas Maret, Indonesia(2)
Teknologi Pendidikan, Universitas Sebelas Maret, Indonesia(3)

Mail Corresponding Author
Article Analytic
  Download PDF   [File Size: 334KB]  Language: en
Published : 2022-09-21
Copyright (c) 2022 Sri Sukasmi

Article can trace at:

Article Metrics

Abstract Views: 49 times PDF Downloaded: 8 times


Smartphone was a technology-based device that was almost used and owned by every individual, both teachers and students. This study aimed to identify opportunities for using smartphones to support learning activities. This type of research was included in qualitative research, the research subject consists of 30 students of primary education level who were randomly selected. The data collection method used was a survey with a research instrument, namely a questionnaire. Through the questionnaire, it was found that 86.7% of students have smartphones that are used to play games (76.7%), using smartphones in a day for more than 5 hours (63.3%) this was certainly an opportunity for innovative learning media to emerge. with a game format (game-based learning). Referring to the results, it could be concluded that the innovation of learning media with game-based learning has a very big opportunity to be used by teachers to support the learning process.


smartphone; learning; math; android; game.


Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review. In Review of Educational Research (pp. 740–779). https://doi.org/10.3102/0034654315577210

Abdul Talib, C., Aliyu, H., Abdul Malik, A. M., Hooi Siang, K., Novopashenny, I., & Ali, M. (2019). Sakai: A Mobile Learning Platform. International Journal of Interactive Mobile Technologies (IJIM), 13(11), 95. https://doi.org/10.3991/ijim.v13i11.10800

Agustini, M., Yufiarti, & Wuryani. (2020). Development of learning media based on android games for children with attention deficit hyperactivity disorder. International Journal of Interactive Mobile Technologies, 14(6). https://doi.org/10.3991/IJIM.V14I06.13401

Aini, Q., Budiarto, M., Putra, P. O. H., & Rahardja, U. (2020). Exploring E-learning Challenges During the Global COVID-19 Pandemic: A Review. Jurnal Sistem Informasi, 16(2), 57–65. https://doi.org/10.21609/jsi.v16i2.1011

Al Fatta, H., Maksom, Z., & Zakaria, M. H. (2018). Game-based learning and gamification: Searching for definitions. International Journal of Simulation: Systems, Science and Technology, 19(6), 41.1-41.5. https://doi.org/10.5013/IJSSST.a.19.06.41

Agusta, I. (2003). Teknik pengumpulan dan analisis data kualitatif. Pusat Penelitian Sosial Ekonomi. Litbang Pertanian, Bogor, 27(10).

Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139–144. https://doi.org/10.31695/ijasre.2018.33016

Andrea, R., & Nurhuda, A. (2020). Developing Edu-Game “Ulun Smart-Kid” Learning Media of Banjar Language and Game Agent with Finite State Machine Model. International Journal of Education and Management Engineering, 10(6), 10–16. https://doi.org/10.5815/ijeme.2020.05.02

Ardiansyah, R., Diella, D., & Suhendi, H. Y. (2020). Pelatihan Pengembangan Perangkat Pembelajaran Abad 21 Dengan Model Pembelajaran Project Based Learning Berbasis STEM Bagi Guru IPA. Publikasi Pendidikan, 10(1), 31. https://doi.org/10.26858/publikan.v10i1.12172

Arsić, Z., & Milovanović, B. (2016). Importance of computer technology in realization of cultural and educational tasks of preschool institutions. International Journal of Cognitive Research in Science, Engineering and Education, 4(1), 9–16. https://doi.org/10.5937/IJCRSEE1601009A

Aurum, E. V., & Surjono, H. D. (2021). The Development of Mobile Base Interactive Learning Multimedia For Critical Thinking Improvement. Journal of Educational Science and Technology, 7(2), 174–187. https://ojs.unm.ac.id/JEST/article/view/15265

Budiarto, M. K., Rejekiningsih, T., & Sudiyanto, S. (2021). Students’ opinions on the need for interactive multimedia development for entrepreneurship learning. International Journal of Evaluation and Research in Education (IJERE), 10(4), 1290–1297. https://doi.org/10.11591/ijere.v10i4.21411

Chan, K., Wan, K., & King, V. (2021). Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience. Frontiers in Education, 6(660376), 1–10. https://doi.org/10.3389/feduc.2021.660376

Chang, C. Y., & Hwang, G. J. (2019). Trends in digital game-based learning in the mobile era: A systematic review of journal publications from 2007 to 2016. International Journal of Mobile Learning and Organisation, 13(1), 68–90. https://doi.org/10.1504/IJMLO.2019.096468

Chiappe-Laverde, A., & Paz-Balanta, G. A. (2021). M-learning: Connecting teaching and learning inside and outside of school. Magis, 14, 1–24. https://doi.org/10.11144/Javeriana.m14.mlct

Criollo-C, S., Guerrero-Arias, A., Jaramillo-Alcázar, Á., & Luján-Mora, S. (2021). Mobile learning technologies for education: Benefits and pending issues. Applied Sciences (Switzerland), 11(9). https://doi.org/10.3390/app11094111

Edmonds, R., & Smith, S. (2017). From playing to designing: Enhancing educational experiences with location-based mobile learning games. Australasian Journal of Educational Technology, 33(6), 41–53. https://doi.org/10.14742/ajet.3583

Elberkawi, E. K., Ateeyah, M. A., Elakeili, S. M., & Maatuk, A. M. (2020). Issues and challenges of implementing E-learning in a public university: Students and instructors perspective. ACM International Conference Proceeding Series. https://doi.org/10.1145/3410352.3410826

Erol, K., & Danyal, T. (2020). Analysis of distance education activities conducted during COVID-19 pandemic. Educational Research and Reviews, 15(9), 536–543. https://doi.org/10.5897/ERR2020.4033

Faridah, N. R., Afifah, E. N., & Lailiyah, S. (2022). Efektivitas Model Pembelajaran Project Based Learning Terhadap Kemampuan Literasi Numerasi dan Literasi Digital Peserta Didik Madrasah Ibtidaiyah. Jurnal Basicedu, 6(1), 709–716. https://doi.org/10.31004/basicedu.v6i1.2030

Fitriani, H., Asy’ari, M., Zubaidah, S., & Mahanal, S. (2019). Exploring the prospective teachers’ critical thinking and critical analysis skills. Jurnal Pendidikan IPA Indonesia, 8(3), 379–390. https://doi.org/10.15294/jpii.v8i3.19434

Greipl, S., Moeller, K., & Ninaus, M. (2020). Potential and limits of game-based learning. International Journal of Technology Enhanced Learning, 12(4), 363. https://doi.org/10.1504/IJTEL.2020.110047

Grynyuk, S., Kovtun, O., Sultanova, L., Zheludenko, M., Zasluzhena, A., & Zaytseva, I. (2022). Distance Learning During the COVID-19 Pandemic: The Experience of Ukraine’s Higher Education System. Electronic Journal of E-Learning, 20(3), 242–256. https://doi.org/10.34190/ejel.20.3.2198

Hafeez, M. (2021). Systematic Review on Modern Learning Approaches, Critical Thinking Skills and Students Learning Outcomes. Indonesian Journal Of Educational Research and Review, 4(1), 167. https://doi.org/10.23887/ijerr.v4i1.33192

Halili, S. H. (2019). Technological Advancements in Education 4.0. The Online Journal of Distance Education and E-Learning, 7(1), 63–69. https://tojdel.net/journals/tojdel/articles/v07i01/v07i01-08.pdf

Hanif, M., Asrowi, A., & Sunardi, S. (2018). Students’ Access to and Perception of Using Mobile Technologies in the Classroom: the Potential and Challenges of Implementing Mobile Learning. Journal of Education and Learning (EduLearn), 12(4), 644–650. https://doi.org/10.11591/edulearn.v12i4.8398

Hapsari, A. S., Hanif, M., Gunarhadi, & Roemintoyo. (2019). Motion graphic animation videos to improve the learning outcomes of elementary school students. European Journal of Educational Research, 8(4), 1245–1255. https://doi.org/10.12973/eu-jer.8.4.1245

Harris, B., Regan, T., Schueler, J., & Fields, S. A. (2020). Problematic Mobile Phone and Smartphone Use Scales: A Systematic Review. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.00672

Hatip, A., & Setiawan, W. (2021). Teori kognitif bruner dalam pembelajaran matematika. PHI: Jurnal Pendidikan Matematika, 5(2), 87. https://doi.org/10.33087/phi.v5i2.141

Hu, J. (2020). Gamification in Learning and Education: Enjoy Learning Like Gaming. British Journal of Educational Studies, 68(2), 265–267. https://doi.org/10.1080/00071005.2019.1682276

Hussein, M. H., Ow, S. H., Cheong, L. S., Thong, M. K., & Ale Ebrahim, N. (2019). Effects of Digital Game-Based Learning on Elementary Science Learning: A Systematic Review. IEEE Access, 7, 62465–62478. https://doi.org/10.1109/ACCESS.2019.2916324

Irmansyah, J., Lumintuarso, R., Sugiyanto, F. X., & Sukoco, P. (2020). Children’s social skills through traditional sport games in primary schools. Cakrawala Pendidikan, 39(1), 39–53. https://doi.org/10.21831/cp.v39i1.28210

Karakoç, B., Eryılmaz, K., Turan Özpolat, E., & Yıldırım, İ. (2022). The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study. Technology, Knowledge and Learning, 27(1), 207–222. https://doi.org/10.1007/s10758-020-09471-5

Krisbiantoro Dwi, H. D. (2017). Game Matematika Sebagai Upaya Peningkatan Pemahaman Matematika Siswa Sekolah Dasar. Jurnal Telematika, 10(2), 255–256. https://ejournal.amikompurwokerto.ac.id/index.php/telematika/article/view/528

Kusmaryono, I., Jupriyanto, J., & Kusumaningsih, W. (2021). A Systematic Literature Review on the Effectiveness of Distance Learning: Problems, Opportunities, Challenges, and Predictions. International Journal of Education, 14(1), 62–69. https://doi.org/10.17509/ije.v14i1.29191

Liu, Z. Y., Shaikh, Z. A., & Gazizova, F. (2020). Using the concept of game-based learning in education. International Journal of Emerging Technologies in Learning, 15(14), 53–64. https://doi.org/10.3991/ijet.v15i14.14675

Mahdum, M., Hadriana, H., & Safriyanti, M. (2019). Exploring Teacher Perceptions and Motivations to ICT Use in Learning Activities in Indonesia. Journal of Information Technology Education: Research, 18, 293–317. https://doi.org/10.28945/4366

Matzavela, V., & Alepis, E. (2021). M-learning in the COVID-19 era: physical vs digital class. Education and Information Technologies, 26(6), 7183–7203. https://doi.org/10.1007/s10639-021-10572-6

Mohamad, M. M., Sulaiman, N. L., Sern, L. C., & Salleh, K. M. (2015). Measuring the Validity and Reliability of Research Instruments. Procedia - Social and Behavioral Sciences, 204. https://doi.org/10.1016/j.sbspro.2015.08.129

Niemi, H., Niu, S., Vivitsou, M., & Li, B. (2018). Digital storytelling for twenty-first-century competencies with math literacy and student engagement in China and Finland. Contemporary Educational Technology, 9(4), 331–353. https://doi.org/10.30935/cet.470999

Nikou, S., & Maslov, I. (2021). An analysis of students’ perspectives on e-learning participation – the case of COVID-19 pandemic. International Journal of Information and Learning Technology, 38(3), 299–315. https://doi.org/10.1108/IJILT-12-2020-0220

Nisa, H., Permana, A., & Firmansyah, R. (2020). Peranan Smarthphone Dalam Dunia Pendidikan Di Masa Pandemi Covid-19. Tematik : Jurnal Teknologi Informasi Dan Komunikasi (e-Journal), 7(2). https://jurnal.plb.ac.id/index.php/tematik/article/view/460

Notanubun, Z. (2019). Pengembangan Kompetensi Profesionalisme Guru di Era Digital (Abad 21). Jurnal Bimbingan Dan Konseling Terapan, 3(2), 54. https://doi.org/10.30598/jbkt.v3i2.1058

Nur Jannah, I. (2020). Efektivitas Penggunaan Multimedia dalam Pembelajaran IPA di SD. Jurnal Ilmiah Sekolah Dasar, 4(1), 54. https://doi.org/10.23887/jisd.v4i1.24135

OECD. (2019). PISA 2018 results: Combined executive summaries. J. Chem. Inf. Model., 53(9), 1689–1699. https://www.oecd.org/pisa/Combined_Executive_Summaries_PISA_2018.pdf

Oktaviyanthi, R., & Agus, R. N. (2019). Eksplorasi Kemampuan Pemecahan Masalah Berdasarkan Kategori Proses Literasi Matematis. Jurnal Pendidikan Matematika, 13(2), 163–184. https://doi.org/10.22342/jpm.13.2.7066.163-184

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

Patel, M., & Patel, N. (2019). Exploring Research Methodology. International Journal of Research and Review, 6(3), 48–55. https://www.ijrrjournal.com/IJRR_Vol.6_Issue.3_March2019/Abstract_IJRR0011.html

Perets, E. A., Chabeda, D., Gong, A. Z., Huang, X., Fung, T. S., Ng, K. Y., Bathgate, M., & Yan, E. C. Y. (2020). Impact of the emergency transition to remote teaching on student engagement in a non-stem undergraduate chemistry course in the time of covid-19. Journal of Chemical Education, 97(9), 2439–2447. https://doi.org/10.1021/acs.jchemed.0c00879

Pilegard, C., & Mayer, R. E. (2016). Improving academic learning from computer-based narrative games. Contemporary Educational Psychology, 4445, 12–20. https://doi.org/10.1016/j.cedpsych.2015.12.002

Puritat, K. (2019). Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game Elements. International Journal of Engineering Pedagogy (IJEP), 9(5), 41. https://doi.org/10.3991/ijep.v9i5.11028

Puspaningtyas, N. D., & Ulfa, M. (2021). Pelatihan Soal Matematika Berbasis Literasi Numerasi pada Siswa SMA IT Fitrah Insani. Jurnal Pengabdian Masyarakat MIPA Dan Pendidikan MIPA, 4(2), 137–140. https://doi.org/10.21831/jpmmp.v4i2.37504

Putikadyanto, A. P. A., Zamahsari, G. K., & Violando, W. A. (2021). Investigating Positive Perceptions of High School Students’ Distance Learning Experiences During a Pandemic. Abjadia, 6(2), 170–181. https://doi.org/10.18860/abj.v6i2.13874

Qodr, T. S., Efendi, A., & Musadad, A. A. (2021). Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools. Journal of Education Technology, 5(2), 263–271. https://doi.org/10.23887/jet.v5i2.34806

Qohar, A., Susiswo, Nasution, S. H., & Wahyuningsih, S. (2021). Development of Android-Based Mathematics Learning Game on the Topic of Congruence and Similarity. International Journal of Interactive Mobile Technologies, 15(9), 52–69. https://doi.org/10.3991/ijim.v15i09.20723

Qureshi, I. A., Ilyas, K., Yasmin, R., & Whitty, M. (2012). Challenges of implementing e-learning in a Pakistani university. Knowledge Management and E-Learning, 4(3), 310–324. https://doi.org/10.34105/j.kmel.2012.04.025

Rasmitadila, Aliyyah, R. R., Rachmadtullah, R., Samsudin, A., Syaodih, E., Nurtanto, M., & Tambunan, A. R. S. (2020). The perceptions of primary school teachers of online learning during the covid-19 pandemic period: A case study in Indonesia. Journal of Ethnic and Cultural Studies, 7(2), 90–109. https://doi.org/10.29333/ejecs/388

Revilda, E., Hadi, N., & Purwasih, J. H. G. (2021). Dampak Belajar Dari Rumah. NATURALISTIC : Jurnal Kajian Penelitian Pendidikan Dan Pembelajaran. https://doi.org/10.35568/naturalistic.v5i2.1133

Riyatuljannah, T., & Fatonah, S. (2021). Analisis Kemampuan Literasi Matematika Siswa Pada Penyelesaian Soal Berorientasi Konten Quantity. EDU-MAT: Jurnal Pendidikan Matematika, 9(1), 59. https://doi.org/10.20527/edumat.v9i1.10089

Roemintoyo, & Budiarto, M. K. (2021). Flipbook as Innovation of Digital Learning Media : Preparing Education for Facing and Facilitating 21st Century Learning. Journal of Education Technology, 5(1), 8–13. https://doi.org/10.23887/jet.v5i1.32362

Rosidah, U. A., Marwoto, P., & Subali, B. (2021). Analysis of the Need for Android Based Mobile Learning Development to Improve Student Science Literations. Jurnal Penelitian Pendidikan IPA, 7(4), 601–606. https://doi.org/10.29303/jppipa.v7i4.805

Saikat, S., Dhillon, J. S., Ahmad, W. F. W., & Jamaluddin, R. A. (2021). A systematic review of the benefits and challenges of mobile learning during the covid-19 pandemic. In Education Sciences, 11(9). https://doi.org/10.3390/educsci11090459

Salim, H. (2019). Penelitian Pendidikan : Metode, Pendekatan, dan Jenis. Kencana.

Saputri, D. Y., Rukaya, R., & Indri, M. (2018). Need Assessment of Interactive Multimedia Based on Game in Elementary School: A Challenge into Learning in 21st Century. International Journal of Educational Research Review, 3(3), 1–8. https://doi.org/10.24331/ijere.411329

Sari, T. T. (2020). Self-Efficacy dan Dukungan Keluarga Dalam Keberhasilan Belajar Dari Rumah di Masa Pandemi Covid-19. Education Journal : Journal Educational Research and Development, 4(2), 127–136. https://doi.org/10.31537/ej.v4i2.346

Schneider, S. L., & Council, M. L. (2021). Distance learning in the era of COVID-19. In Archives of Dermatological Research (Vol. 313, Issue 5, pp. 389–390). https://doi.org/10.1007/s00403-020-02088-9

Shabrina, L. M. (2022). Kegiatan Kampus Mengajar dalam Meningkatkan Keterampilan Literasi dan Numerasi Siswa Sekolah Dasar. Jurnal Basicedu, 6(1), 916–924. https://doi.org/10.31004/basicedu.v6i1.2041

Sholihah, A. N. N., Septiani, I., Rejekiningsih, T., Triyanto, & Rusnaini. (2020). Development of interactive multimedia learning courseware to strengthen students’ character. European Journal of Educational Research, 9(3), 1267–1279. https://doi.org/10.12973/eu-jer.9.3.1267

Sikora, J., Evans, M. D. R., & Kelley, J. (2019). Scholarly culture: How books in adolescence enhance adult literacy, numeracy and technology skills in 31 societies. Social Science Research, 77, 1–15. https://doi.org/10.1016/j.ssresearch.2018.10.003

Sinaga, R. M., Trisnaningsih, T., Pujiati, P., & Sudarmansyah, D. (2019). Development of Learning Media Based on Mobil Learning Application. Jurnal Pendidikan Progresif, 9(1), 50–58. https://doi.org/10.23960/jpp.v9.i1.201907

Som, S. (2021). ICT In Education : Opportunities and Challenges. International Journal of Research, 7(1), 156–163. http://www.iisrr.in/mainsite/wp-content/uploads/2021/02/16.-Sanghamitra-Som-ICT-In-Education-Opportunities-and-Challenges-converted.pdf

Stančin, K., Hoić-Božić, N., & Skočić Mihić, S. (2020). Using digital game-based learning for students with intellectual disabilities - A systematic literature review. Informatics in Education, 19(2), 323–341. https://doi.org/10.15388/INFEDU.2020.15

Stošić, L. (2015). The importance of educational technology in teaching. International Journal of Cognitive Research in Science, Engineering and Education, 3(1), 111–114. https://doi.org/10.23947/2334-8496-2015-3-1-111-114

Su, Y. S., Cheng, H. W., & Lai, C. F. (2022). Study of Virtual Reality Immersive Technology Enhanced Mathematics Geometry Learning. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.760418

Sulaiman, J., & Ismail, S. N. (2020). Teacher competence and 21st century skills in transformation schools 2025 (TS25). Universal Journal of Educational Research, 8(8), 3536–3544. https://doi.org/10.13189/ujer.2020.080829

Sulistio, W., & Qohar, A. (2020). Development of Instructional Media “Game Math Comic Story” Based Android on Number. Journal of Education Research and Evaluation, 4(2), 109. https://doi.org/10.23887/jere.v4i2.22370

Surahman, E. (2019). Integrated mobile learning system (IMOLES) sebagai upaya mewujudkan masyarakat pebelajar unggul era digital. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran) Kajian Dan Riset Dalam Teknologi Pembelajaran, 5(2). https://doi.org/10.17977/um031v5i22019p050

Suryanti, & Wijayanti, L. (2018). Literasi Digital : Kompetensi Mendesak Di Era Revolusi Industri 4.0. Jurnal Pendidikan Dasar. https://journal.unesa.ac.id/index.php/jpd/article/view/6259

Troussas, C., Krouska, A., & Sgouropoulou, C. (2020). Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education. Computers and Education, 144. https://doi.org/10.1016/j.compedu.2019.103698

Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers and Education, 98, 115–129. https://doi.org/10.1016/j.compedu.2016.03.011

Waminton, R., & Erlinawaty, S. (2015). Problem-Based Mathematics Teaching Kits Integrated With Ict To Improve Students ’ Critical Thinking Ability. Cakrawala Penididikan, 34(3), 347–356. https://doi.org/10.21831/cp.v3i3.7342

Wardoyo, C., Satrio, Y. D., Narmaditya, B. S., & Wibowo, A. (2021). Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia. Heliyon, 7(11). https://doi.org/10.1016/j.heliyon.2021.e08467

Warsita, B. (2018). Teori Belajar Robert M. Gagne Dan Implikasinya Pada Pentingnya Pusat Sumber Belajar. Jurnal Teknodik, 064–078. https://doi.org/10.32550/teknodik.v12i1.421

Yulianci, S., Nurjumiati, N., Asriyadin, A., & Adiansha, A. A. (2021). The Effect of Interactive Multimedia and Learning Styles on Students’ Physics Creative Thinking Skills. Jurnal Penelitian Pendidikan IPA, 7(1), 87. https://doi.org/10.29303/jppipa.v7i1.529

Zaheer, S., Butt, S. M., Anatolyevna, G. V., & Salmani, H. (2018). Do Mobile Technology in the Classroom Really Improve Learning Outcomes? International Journal of Evaluation and Research in Education (IJERE), 7(3), 188. https://doi.org/10.11591/ijere.v7i3.13426

Zou, D., Huang, Y., & Xie, H. (2021). Digital game-based vocabulary learning: where are we and where are we going? In Computer Assisted Language Learning (Vol. 34, Issues 5–6, pp. 751–777). https://doi.org/10.1080/09588221.2019.1640745


  • There are currently no refbacks.