Proceedings of the Mathematics, Informatics, Science, and Education International Conference (MISEIC 2019)

The Use of Educational Game Media and Its Effect on Student Achievement of 6th Grade Elementary School Students in Mathematics Learning

Authors
Aqsyari Syam, Agustan Syamsuddin, Aqsyari Pujian Syam, Irwan Akib
Corresponding Author
Aqsyari Syam
Available Online December 2019.
DOI
10.2991/miseic-19.2019.22How to use a DOI?
Keywords
educational game, learning outcomes
Abstract

This study aims to find out the description of the use of educational game media and its impact on the mathematics learning outcomes of grade VI elementary school students. This study included quasi-experimental research with a pre-test-post-test control group design. This study involved 29 sixth grade elementary school students at Makassar. Determination of sample was done by using simple random sampling technique. Students’ mathematics learning outcomes data are obtained by using test of students’ learning outcomes in essay forms (pre-test and post-test) given classically to students. The data obtained were analyzed using descriptive statistical analysis techniques. The results of this study indicated that the average value of students’ learning outcomes before and after the use of educational game media has increased from 44.14 to 85.00. The test scores of students’ learning outcomes were only centered on the medium, low, very low category before the use of educational game media. The average score in the very low category is at 31.92 with a frequency of 13 students, low category is 49.50 with a frequency of 10 students and for the moderate category is 61.66 with a frequency of 6 students. The average value of student’s learning outcomes after experiencing the use of educational game media increased with a high category of 81.58 with a frequency of 19 students while for the very high category 91.50 with a frequency of 10 students. This indicates that there was an increase in students of learning outcomes after the use of educational game media in learning mathematics.

Copyright
© 2019, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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Volume Title
Proceedings of the Mathematics, Informatics, Science, and Education International Conference (MISEIC 2019)
Series
Advances in Computer Science Research
Publication Date
December 2019
ISBN
10.2991/miseic-19.2019.22
ISSN
2352-538X
DOI
10.2991/miseic-19.2019.22How to use a DOI?
Copyright
© 2019, the Authors. Published by Atlantis Press.
Open Access
This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

Cite this article

TY  - CONF
AU  - Aqsyari Syam
AU  - Agustan Syamsuddin
AU  - Aqsyari Pujian Syam
AU  - Irwan Akib
PY  - 2019/12
DA  - 2019/12
TI  - The Use of Educational Game Media and Its Effect on Student Achievement of 6th Grade Elementary School Students in Mathematics Learning
BT  - Proceedings of the Mathematics, Informatics, Science, and Education International Conference (MISEIC 2019)
PB  - Atlantis Press
SP  - 67
EP  - 70
SN  - 2352-538X
UR  - https://doi.org/10.2991/miseic-19.2019.22
DO  - 10.2991/miseic-19.2019.22
ID  - Syam2019/12
ER  -