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Artificial Intelligence Based Educational Game Design for Literacy and Numeracy Skills in Elementary School Mathematics Learning

Edu Komputika Journal · Vol. 13 No. 1 (2026) · hlm. 1–12

DOI
10.15294/edukom.v13i1.49228
ISSN
2599-297X, 2252-6811
Terbit
2026-08-11
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

Low literacy and numeracy achievement among elementary school students, particularly in mathematics learning, indicates the need for innovative learning media capable of providing adaptive and engaging learning experiences. Therefore, this study aims to design and evaluate an Artificial Intelligence (AI) based educational game for plane geometry learning to improve elementary school students' literacy and numeracy skills. The study employed the Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The developed product is an AI based Monopoly educational game that integrates adaptive question generation, automatic feedback, and learning analytics to adjust the difficulty level according to students' performance. The game was validated by two media experts and two mathematics education experts before being implemented in learning. The trial involved 25 fifth-grade students at Muhammadiyah 1 Labschool Umsida Elementary School. Data were collected through expert validation, classroom observation, and literacy and numeracy pretests and posttests. The validation results indicated that the developed game was highly feasible for classroom use. During implementation, students demonstrated high enthusiasm and active engagement in learning activities. The average pretest score increased from 65.64 to 80.16 in the posttest. The data met the normality assumption (pretest = 0.253; posttest = 0.567; p > 0.05). Furthermore, the Paired Sample t-test revealed a significant improvement in students' literacy and numeracy skills (p = 0.000), while the average N-Gain score of 40.07% indicated a moderate level of effectiveness. These findings demonstrate that the proposed AI based educational game is a feasible and effective learning medium for enhancing elementary students' literacy and numeracy skills while supporting Sustainable Development Goal 4 on Quality Education.

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13 penulis · 23 tautan kepenulisan bersama · 3 lintas organisasi

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  • Universitas Muhammadiyah Sidoarjo
  • Sunan Kalijaga State Islamic University Yogyakarta
  • Organisasi berbeda
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Rekan penulisOrganisasiArtikel bersama
Mohammad Faizal AmirUniversitas Muhammadiyah Sidoarjo2
Ilfia Nur AyuningtyasUniversitas Muhammadiyah Sidoarjo1
Nuri Fitri HandayaniUniversitas Muhammadiyah Sidoarjo1
Akbar WigunaUniversitas Muhammadiyah Sidoarjo1
Noly ShofiyahUniversitas Muhammadiyah Sidoarjo1
Syahrul RamadhanSunan Kalijaga State Islamic University Yogyakarta1
Rahmania Sri UntariUniversitas Muhammadiyah Sidoarjo1
Choirun Nisa AulinaUniversitas Muhammadiyah Sidoarjo1
Nurul Isnaini RomadhonUniversitas Muhammadiyah Sidoarjo1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/edukom/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Artificial Intelligence Based Educational Game Design for Literacy and Numeracy Skills in Elementary School Mathematics Learning</dc:title>
	<dc:creator xml:lang="en">Hasanah, Fitria Nur</dc:creator>
	<dc:creator xml:lang="en">Wulandari,  Fitria Eka</dc:creator>
	<dc:creator xml:lang="en">Wardana, Mahardika Darmawan Kusuma</dc:creator>
	<dc:creator xml:lang="en">Tamara, Clarisa Seliya</dc:creator>
	<dc:subject xml:lang="en">Artificial Intelligence</dc:subject>
	<dc:subject xml:lang="en">Educational Game</dc:subject>
	<dc:subject xml:lang="en">Literacy and Numeracy Skills</dc:subject>
	<dc:subject xml:lang="en">Mathematics Learning</dc:subject>
	<dc:description xml:lang="en">Low literacy and numeracy achievement among elementary school students, particularly in mathematics learning, indicates the need for innovative learning media capable of providing adaptive and engaging learning experiences. Therefore, this study aims to design and evaluate an Artificial Intelligence (AI) based educational game for plane geometry learning to improve elementary school students' literacy and numeracy skills. The study employed the Research and Development (R&amp;amp;D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation. The developed product is an AI based Monopoly educational game that integrates adaptive question generation, automatic feedback, and learning analytics to adjust the difficulty level according to students' performance. The game was validated by two media experts and two mathematics education experts before being implemented in learning. The trial involved 25 fifth-grade students at Muhammadiyah 1 Labschool Umsida Elementary School. Data were collected through expert validation, classroom observation, and literacy and numeracy pretests and posttests. The validation results indicated that the developed game was highly feasible for classroom use. During implementation, students demonstrated high enthusiasm and active engagement in learning activities. The average pretest score increased from 65.64 to 80.16 in the posttest. The data met the normality assumption (pretest = 0.253; posttest = 0.567; p &amp;gt; 0.05). Furthermore, the Paired Sample t-test revealed a significant improvement in students' literacy and numeracy skills (p = 0.000), while the average N-Gain score of 40.07% indicated a moderate level of effectiveness. These findings demonstrate that the proposed AI based educational game is a feasible and effective learning medium for enhancing elementary students' literacy and numeracy skills while supporting Sustainable Development Goal 4 on Quality Education.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2026-08-11</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/edukom/article/view/49228</dc:identifier>
	<dc:identifier>10.15294/edukom.v13i1.49228</dc:identifier>
	<dc:source xml:lang="en">Edu Komputika Journal; Vol. 13 No. 1 (2026): Edu Komputika Journal; 1-12</dc:source>
	<dc:source>2599-297X</dc:source>
	<dc:source>2252-6811</dc:source>
	<dc:source>10.15294/edukom.v13i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/edukom/article/view/49228/11077</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Edu Komputika Journal</dc:rights>
</oai_dc:dc>