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Designing a Local Wisdom-Based Visual Novel Math Game to Facilitate Students’ Mathematical Problem-Solving Ability

Edumatica : Jurnal Pendidikan Matematika · Vol. 16 No. 2 (2026) · hlm. 323–338

DOI
10.22437/edumatica.v16i2.50826
ISSN
2580-0779, 2088-2157
Terbit
2026-08-31
Penerbit
Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi
Bahasa
en
Lisensi
creativecommons.org/licenses/by-nc-sa/4.0

Abstrak

This study aimed to design and investigate the effectiveness of a visual novel game incorporating local wisdom to improve students’ problem-solving ability. The research adopted a design research approach in the context of development studies, comprising two main phases: the preliminary phase and the formative evaluation phase, which included self-evaluation, expert evaluation, and iterative evaluation (one-to-one, small group, and field test). The participants consisted of 47 students across the formative evaluation stages, including 38 students who participated in the field test from the Mathematics Education study program at UIN Jurai Siwo Lampung. Data were analyzed using the Wilcoxon test and followed by the n-gain test. The results indicate that the visual novel game is feasible in terms of content, media, and language for facilitating students’ problem-solving ability. The Wilcoxon test revealed a significant difference in students’ problem-solving ability before and after the implementation of the visual novel game. Furthermore, this game demonstrated a high potential effect on improving students’ problem-solving ability, as evidenced by the N-gain score of 0.715 (high category). These findings suggest that the visual novel game is a feasible and potentially effective learning medium for facilitating students’ mathematical problem-solving ability.

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Sumber metadata: OAI-PMH (metadata jurnal) https://online-journal.unja.ac.id/index.php/edumatica/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Designing a Local Wisdom-Based Visual Novel Math Game to Facilitate Students’ Mathematical Problem-Solving Ability</dc:title>
	<dc:creator xml:lang="en">Wulantina, Endah</dc:creator>
	<dc:creator xml:lang="en">Ikashaum, Fertilia</dc:creator>
	<dc:creator xml:lang="en">Salsabila, Nadya</dc:creator>
	<dc:creator xml:lang="en">Fitriyani, Dewi</dc:creator>
	<dc:subject xml:lang="en">local wisdom</dc:subject>
	<dc:subject xml:lang="en">math game</dc:subject>
	<dc:subject xml:lang="en">problem solving</dc:subject>
	<dc:subject xml:lang="en">visual novel</dc:subject>
	<dc:description xml:lang="en">This study aimed to design and investigate the effectiveness of a visual novel game incorporating local wisdom to improve students’ problem-solving ability. The research adopted a design research approach in the context of development studies, comprising two main phases: the preliminary phase and the formative evaluation phase, which included self-evaluation, expert evaluation, and iterative evaluation (one-to-one, small group, and field test). The participants consisted of 47 students across the formative evaluation stages, including 38 students who participated in the field test from the Mathematics Education study program at UIN Jurai Siwo Lampung. Data were analyzed using the Wilcoxon test and followed by the n-gain test. The results indicate that the visual novel game is feasible in terms of content, media, and language for facilitating students’ problem-solving ability. The Wilcoxon test revealed a significant difference in students’ problem-solving ability before and after the implementation of the visual novel game. Furthermore, this game demonstrated a high potential effect on improving students’ problem-solving ability, as evidenced by the N-gain score of 0.715 (high category). These findings suggest that the visual novel game is a feasible and potentially effective learning medium for facilitating students’ mathematical problem-solving ability. </dc:description>
	<dc:publisher xml:lang="en">Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi</dc:publisher>
	<dc:date>2026-08-31</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://online-journal.unja.ac.id/edumatica/article/view/50826</dc:identifier>
	<dc:identifier>10.22437/edumatica.v16i2.50826</dc:identifier>
	<dc:source xml:lang="en">Edumatica : Jurnal Pendidikan Matematika; Vol. 16 No. 2 (2026): Edumatica: Jurnal Pendidikan Matematika (August 2026); 323-338</dc:source>
	<dc:source xml:lang="id">Edumatica : Jurnal Pendidikan Matematika; Vol 16 No 2 (2026): Edumatica: Jurnal Pendidikan matematika (Agustus 2026); 323-338</dc:source>
	<dc:source>2580-0779</dc:source>
	<dc:source>2088-2157</dc:source>
	<dc:language>en</dc:language>
	<dc:relation>https://online-journal.unja.ac.id/edumatica/article/view/50826/25490</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Endah Wulantina, Fertilia Ikashaum, Nadya Salsabila, Dewi Fitriyani</dc:rights>
	<dc:rights xml:lang="en">http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
</oai_dc:dc>