Penerapan Game Edukatif Digital Berbasis Android untuk Meningkatkan Motivasi dan Hasil Belajar Siswa pada Mata Pelajaran Matematika di MI Sirojul Athfal
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Abstract
This Classroom Action Research (CAR) was conducted to improve students’ motivation and learning outcomes in Mathematics through the use of Android-based digital educational games at MI Sirojul Athfal. The research was carried out in two cycles, each consisting of planning, implementation, observation, and reflection. The digital games used were designed to align with the Mathematics curriculum, focusing on basic arithmetic operations such as addition, subtraction, multiplication, and division. Data collection techniques included observation, student questionnaires, and written tests. The results indicated a significant improvement in students’ motivation, as they became more enthusiastic, engaged, and willing to participate in classroom activities. Their attention span and task completion rates also increased. In addition, students' average scores in Mathematics improved from the pre-test to the post-test in each cycle, showing better understanding of the concepts. Teachers also reported a more dynamic and interactive classroom environment. These findings suggest that Android-based educational games are an effective instructional tool for enhancing both motivation and academic performance in primary Mathematics education. The integration of technology into the classroom not only supports diverse learning styles but also creates a more enjoyable and meaningful learning experience.