Integrating physical and digital edugames to support elementary students’ learning of integer multiplication: a classroom action research

Authors

  • Zulsadiah Zulsaidah Faculty Of Education, Universitas Negeri Yogyakarta, Indonesia
  • Anwar Novianto Faculty Of Education, Universitas Negeri Yogyakarta, Indonesia
  • Husni Wakhyudin Faculty of Education, Universitas Negeri PGRI Semarang, Indonesia

Keywords:

Integer Multiplication, Game-Based Learning, Digital and Non-Digital Games, Elementary Mathematics, Classroom Action Research

Abstract

Although game-based learning has been associated with mathematics achievement and engagement, evidence remains limited on how digital and non-digital games can be sequenced within a single primary-school intervention. This classroom action research documented changes in fifth-grade students’ integer multiplication learning during an integrated sequence of mathematics domino cards, Wordwall, and Quizizz. Participants were 26 students at SD Negeri 9 Buntok, Central Kalimantan, Indonesia. The study comprised a pre-cycle and two action-reflection cycles. The instructional sequence was refined through reflection following each successive implementation cycle. Achievement tests, structured observations, brief motivation indicators, field notes, and documentation provided data analyzed descriptively across cycles. Mean achievement scores increased from 62.5 at pre-cycle to 74.2 in Cycle I and 84.6 in Cycle II. Mastery rates rose from 38.46% to 69.23% and 88.46%, respectively. Classroom observations indicated increasing participation, collaboration, and confidence across cycles. These findings describe improvements observed alongside the integrated edugame sequence in one classroom; they do not establish causal effects or compare the effectiveness of individual game formats. The study offers a practical example of sequencing tangible manipulation, digital practice, and gamified feedback through iterative classroom instruction. Further controlled studies are needed to assess transferability and effectiveness.

 

Keywords:  game-based learning; integer multiplication; digital and non-digital games; elementary mathematics; classroom action research

References

Bruner, J. S. (1966). Toward a theory of instruction. Harvard University Press.

Byrne, E. M., Jensen, H., Thomsen, B. S., & Ramchandani, P. G. (2023). Educational interventions involving physical manipulatives for improving children’s learning and development: A scoping review. Review of Education, 11(2), e3400. https://doi.org/10.1002/rev3.3400

Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics, Science and Technology Education, 20(4), em2423. https://doi.org/10.29333/ejmste/14377

Debrenti, E. (2024). Game-based learning experiences in primary mathematics education. Frontiers in Education, 9, 1331312. https://doi.org/10.3389/feduc.2024.1331312

Firdaus, F. M., Fadhilah, N., Wuryandari, I. T., & Fadhli, R. (2024). Liveworksheet interactive e-module effect on equal fractions comprehension at 4th grade elementary school. Jurnal Prima Edukasia, 12(1), 156–164. https://doi.org/10.21831/jpe.v12i1.64526

Fitriyadi, N., & Wuryandani, W. (2021). Is educational game effective in improving critical thinking skills? Jurnal Prima Edukasia, 9(1), 107–117. https://doi.org/10.21831/jpe.v9i1.35475

Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

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, 2859–2891. https://doi.org/10.1007/s10639-021-10721-x

Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of gamification on motivations of elementary school students: An action research field experiment. Simulation & Gaming, 55(4), 600–636. https://doi.org/10.1177/10468781241237389

Munawwarah, S., Lidyasari, A. T., & Munafiroh, V. (2024). Mathematical problem solving of elementary students based on adversity quotient. Jurnal Penelitian Ilmu Pendidikan, 17(2), 87–98. https://doi.org/10.21831/jpip.v17i1.90771

Pan, Y., Ke, F., & Xu, X. (2022). A systematic review of the role of learning games in fostering mathematics education in K–12 settings. Educational Research Review, 36, 100448. https://doi.org/10.1016/j.edurev.2022.100448

Phu Loc, N., Huu Tong, D., Khuong Duy, V., & Doctor, A. (2019). Using The Information Processing Theory Into Teaching Mathematics: A Case Study Of-Vector‖ Concept. International Journal Of Scientific & Technology Research, 8(09). http://www.ijstr.org

Primaestri, W., Akhyar, M., & Sutimin, L. A. (2023). Bibliometric analysis of game research trends in elementary learning and self-regulated learning skill. Jurnal Prima Edukasia, 11(2), 225–234. https://doi.org/10.21831/jpe.v11i2.60264

Putri, A. R., & Muzakki, J. A. (2022). Implementasi Wordwall sebagai media pembelajaran interaktif pada pembelajaran matematika sekolah dasar. Jurnal Basicedu, 6(4), 6733–6742. https://doi.org/10.31004/basicedu.v6i4.3368

Quispe Ccoa, N. M., Farfan Choquehuanca, M. E., & Rucano Paucar, F. H. (2023). An application of the Quizizz gamification tool to improve motivation in the evaluation of elementary school students. International Journal of Information and Education Technology, 13(3), 544–550. https://doi.org/10.18178/ijiet.2023.13.3.1837

Russo, J., Kalogeropoulos, P., Bragg, L. A., & Heyeres, M. (2024). Non-digital games that promote mathematical learning in primary years students: A systematic review. Education Sciences, 14(2), 200. https://doi.org/10.3390/educsci14020200

Safitri, N. E., Budiyono, Subali, B., & Widiyatmoko, A. (2025). Gamification approaches to enhance critical thinking skills in elementary education: A literature review (2020–2025). Jurnal Penelitian Ilmu Pendidikan, 18(1), 13–22. https://doi.org/10.21831/jpip.v17i1.91205

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Sugiarto, R., & Ary, D. da. (2026). Development of Engklek smart quiz based on education through art to improve learning outcome. Jurnal Prima Edukasia, 14(2), 269–284. https://doi.org/10.21831/jpe.v14i2.97479

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

Vankúš, P. (2021). Influence of game-based learning in mathematics education on students’ affective domain: A systematic review. Mathematics, 9(9), 986. https://doi.org/10.3390/math9090986

Yeh, C. Y. C., Cheng, H. N. H., Chen, Z. H., Liao, C. C. Y., & Chan, T. W. (2019). Enhancing achievement and interest in mathematics learning through Math-Island. Research and Practice in Technology Enhanced Learning, 14, 5. https://doi.org/10.1186/s41039-019-0100-9

Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214

Downloads

Published

2026-10-21

How to Cite

Zulsaidah, Z., Anwar Novianto, & Wakhyudin, H. (2026). Integrating physical and digital edugames to support elementary students’ learning of integer multiplication: a classroom action research. Jurnal Penelitian Ilmu Pendidikan, 19(2), 161–176. Retrieved from https://journal.uny.ac.id/index.php/jpip/article/view/101643

Citation Check

Similar Articles

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 > >> 

You may also start an advanced similarity search for this article.