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A Gender and Feedback Effects in Digital Game-Based Learning for Primary Mathematics Education

A Pengaruh Gender dan Jenis Umpan Balik dalam Pembelajaran Matematika Berbasis Permainan Digital di Sekolah Dasar

Edumatica : Jurnal Pendidikan Matematika · Vol. 15 No. 1 (2025) · pp. 102–122

DOI
10.22437/edumatica.v15i1.43673
ISSN
2580-0779, 2088-2157
Published
2025-04-30
Publisher
Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi
Language
en
License
creativecommons.org/licenses/by-nc-sa/4.0

Abstract

English

This study investigates gender-based differences in learning outcomes and motivation in digital game-based mathematics instruction using the Lectora Inspire platform. The primary focus centers on the effectiveness of two types of instructional feedback, MTF and STF. The study aims to explore how gender and feedback type interact in influencing cognitive learning gains as well as motivational and perceptual dimensions, including interest, competence, autonomy, effort, pressure-free experience, and perceived value of learning activities. Employing a quasi-experimental pretest–posttest design, the study involved 81 third and fourth-grade students from three elementary schools in Jakarta, Indonesia, who were randomly assigned to either the MTF or STF group. Learning outcomes were assessed using standardized mathematics tests aligned with the national curriculum, while motivation was measured through the IMI. Two-way ANOVA and MANOVA analyses revealed that although male students scored higher on post-tests, female students demonstrated greater learning gains after controlling for pre-test scores, particularly under the STF condition. Female students also reported significantly higher motivation in the domains of interest and perceived competence, with no significant differences observed in autonomy. Furthermore, gender differences in perceptions of effort, pressure-free experience, and learning value were not statistically significant, though females showed more positive trends overall. Feedback condition alone did not significantly influence learning outcomes or student perceptions. These findings underscore the importance of incorporating gender-sensitive approaches when designing adaptive and inclusive digital feedback mechanisms in mathematics education.

Indonesian

Penelitian ini menyelidiki perbedaan hasil belajar dan motivasi antara siswa laki-laki dan perempuan dalam pembelajaran matematika digital berbasis permainan menggunakan platform Lectora Inspire. Fokus utama diberikan pada efektivitas dua jenis umpan balik instruksional MTF dan STF. Penelitian ini bertujuan mengeksplorasi bagaimana jenis kelamin dan tipe umpan balik berinteraksi dalam memengaruhi peningkatan hasil belajar kognitif serta dimensi motivasi dan persepsi belajar seperti minat, kompetensi, otonomi, usaha, bebas dari tekanan, dan nilai terhadap aktivitas belajar. Menggunakan desain kuasi-eksperimen pretest–posttest, sebanyak 81 siswa kelas 3 dan 4 dari tiga sekolah dasar di Jakarta dibagi secara acak dalam dua kelompok (MTF dan STF). Hasil belajar diukur menggunakan tes matematika standar sesuai kurikulum nasional, dan motivasi dinilai melalui IMI. Analisis ANOVA dua arah dan MANOVA menunjukkan siswa laki-laki memperoleh skor post-test lebih tinggi, siswa perempuan menunjukkan peningkatan belajar yang lebih besar setelah dikontrol dengan skor pre-test, terutama dalam kondisi STF. Motivasi perempuan juga secara signifikan lebih tinggi dalam dimensi minat dan kompetensi, namun tidak berbeda secara signifikan dalam otonomi. Selain itu, perbedaan persepsi dalam hal usaha, bebas dari tekanan, dan nilai aktivitas belajar tidak signifikan, meskipun perempuan menunjukkan tren persepsi yang lebih positif. Jenis umpan balik tidak menunjukkan pengaruh langsung yang signifikan terhadap hasil belajar maupun persepsi siswa. Temuan ini menekankan pentingnya memperhatikan dimensi gender dalam merancang umpan balik instruksional berbasis permainan digital yang adaptif dan inklusif.

Keywords

Collaboration network of the authors

9 authors · 15 co-authorship links · 2 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas La Tansa Mashiro
  • Sunan Kalijaga State Islamic University Yogyakarta
  • Sultan Ageng Tirtayasa University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Aninditya Sri NugraheniSunan Kalijaga State Islamic University Yogyakarta1
Egi Adha JuniawanAffiliation unknown1
Syahrul AnwarAffiliation unknown1
Aan Subhan PamungkasSultan Ageng Tirtayasa University1
Moh. Rizal UmamiAffiliation unknown1
Yusup JunaediAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://online-journal.unja.ac.id/index.php/edumatica/oai, first harvested 6 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en">A Gender and Feedback Effects in Digital Game-Based Learning for Primary Mathematics Education</dc:title>
	<dc:title xml:lang="id">A Pengaruh Gender dan Jenis Umpan Balik dalam Pembelajaran Matematika Berbasis Permainan Digital di Sekolah Dasar</dc:title>
	<dc:creator xml:lang="en">Yulianto, Dwi</dc:creator>
	<dc:creator xml:lang="en">Juniawan, Egi Adha</dc:creator>
	<dc:creator xml:lang="en">Junaedi, Yusup</dc:creator>
	<dc:subject xml:lang="en">gender</dc:subject>
	<dc:subject xml:lang="en">mathematics learning motivations</dc:subject>
	<dc:subject xml:lang="en">Multiple-Try Feedback</dc:subject>
	<dc:subject xml:lang="en">Single-Try Feedback</dc:subject>
	<dc:subject xml:lang="en">Digital Learning</dc:subject>
	<dc:subject xml:lang="id">jenis kelamin</dc:subject>
	<dc:subject xml:lang="id">motivasi belajar matematika</dc:subject>
	<dc:subject xml:lang="id">Umpan balik</dc:subject>
	<dc:subject xml:lang="id">Pembelajaran Digital</dc:subject>
	<dc:description xml:lang="en">This study investigates gender-based differences in learning outcomes and motivation in digital game-based mathematics instruction using the Lectora Inspire platform. The primary focus centers on the effectiveness of two types of instructional feedback, MTF and STF. The study aims to explore how gender and feedback type interact in influencing cognitive learning gains as well as motivational and perceptual dimensions, including interest, competence, autonomy, effort, pressure-free experience, and perceived value of learning activities. Employing a quasi-experimental pretest–posttest design, the study involved 81 third and fourth-grade students from three elementary schools in Jakarta, Indonesia, who were randomly assigned to either the MTF or STF group. Learning outcomes were assessed using standardized mathematics tests aligned with the national curriculum, while motivation was measured through the IMI. Two-way ANOVA and MANOVA analyses revealed that although male students scored higher on post-tests, female students demonstrated greater learning gains after controlling for pre-test scores, particularly under the STF condition. Female students also reported significantly higher motivation in the domains of interest and perceived competence, with no significant differences observed in autonomy. Furthermore, gender differences in perceptions of effort, pressure-free experience, and learning value were not statistically significant, though females showed more positive trends overall. Feedback condition alone did not significantly influence learning outcomes or student perceptions. These findings underscore the importance of incorporating gender-sensitive approaches when designing adaptive and inclusive digital feedback mechanisms in mathematics education.</dc:description>
	<dc:description xml:lang="id">Penelitian ini menyelidiki perbedaan hasil belajar dan motivasi antara siswa laki-laki dan perempuan dalam pembelajaran matematika digital berbasis permainan menggunakan platform Lectora Inspire. Fokus utama diberikan pada efektivitas dua jenis umpan balik instruksional MTF dan STF. Penelitian ini bertujuan mengeksplorasi bagaimana jenis kelamin dan tipe umpan balik berinteraksi dalam memengaruhi peningkatan hasil belajar kognitif serta dimensi motivasi dan persepsi belajar seperti minat, kompetensi, otonomi, usaha, bebas dari tekanan, dan nilai terhadap aktivitas belajar. Menggunakan desain kuasi-eksperimen pretest–posttest, sebanyak 81 siswa kelas 3 dan 4 dari tiga sekolah dasar di Jakarta dibagi secara acak dalam dua kelompok (MTF dan STF). Hasil belajar diukur menggunakan tes matematika standar sesuai kurikulum nasional, dan motivasi dinilai melalui IMI. Analisis ANOVA dua arah dan MANOVA menunjukkan siswa laki-laki memperoleh skor post-test lebih tinggi, siswa perempuan menunjukkan peningkatan belajar yang lebih besar setelah dikontrol dengan skor pre-test, terutama dalam kondisi STF. Motivasi perempuan juga secara signifikan lebih tinggi dalam dimensi minat dan kompetensi, namun tidak berbeda secara signifikan dalam otonomi. Selain itu, perbedaan persepsi dalam hal usaha, bebas dari tekanan, dan nilai aktivitas belajar tidak signifikan, meskipun perempuan menunjukkan tren persepsi yang lebih positif. Jenis umpan balik tidak menunjukkan pengaruh langsung yang signifikan terhadap hasil belajar maupun persepsi siswa. Temuan ini menekankan pentingnya memperhatikan dimensi gender dalam merancang umpan balik instruksional berbasis permainan digital yang adaptif dan inklusif.</dc:description>
	<dc:publisher xml:lang="en">Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi</dc:publisher>
	<dc:date>2025-04-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<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/43673</dc:identifier>
	<dc:identifier>10.22437/edumatica.v15i1.43673</dc:identifier>
	<dc:source xml:lang="en">Edumatica : Jurnal Pendidikan Matematika; Vol. 15 No. 1 (2025): Edumatica: Jurnal Pendidikan Matematika (April 2025); 102-122</dc:source>
	<dc:source xml:lang="id">Edumatica : Jurnal Pendidikan Matematika; Vol 15 No 1 (2025): Edumatica: Jurnal Pendidikan Matematika (April 2025); 102-122</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/43673/21615</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 Dwi Yulianto Dwi, Egi Adha Juniawan, Yusup Junaedi</dc:rights>
	<dc:rights xml:lang="en">http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
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