Proceedings of the 1st Alma Ata International Conference on Education (AAICE 2023)

Analysis of the Using Digital Educational Game Media in Mathematics Learning to Improve Student Learning Outcomes in Elementary School

Authors
Ervina Wijayanti1, Mufida Awalia Putri1, *, Galih Albarra Shidiq1, Ismanto Ismanto1, Muniroh Dzakiyah1, Shintia Dwi Agustina1, Sintiya Rizki Aisah1
1Universitas Alma Ata, Yogyakarta, Indonesia
*Corresponding author. Email: mufida.awalia@almaata.ac.id
Corresponding Author
Mufida Awalia Putri
Available Online 23 May 2025.
DOI
10.2991/978-2-38476-414-3_5How to use a DOI?
Keywords
Mathematics Learning; Educational Games; Learning Outcomes; Elementary School
Abstract

Education plays an important role in shaping the future of the younger generation. Education can improve the quality of knowledgeable human resources, as well as personal development and skills needed to achieve success in life. Educational Games are a creative and innovative learning media that can be used in Mathematics learning. This research aims to examine and explore the application of educational games in mathematics learning to improve learning outcomes for elementary school students. The method used in this research is a systematic literature study in accordance with the discussion, namely educational games, mathematics learning, and learning outcomes. Based on the results of a systematic literature study, educational games for learning mathematics can be said to be effective and able to improve student learning outcomes quite well. Apart from that, the use of educational game media can also increase student learning motivation and students can learn more happily. Future research can further examine the influence of digital educational game media on students’ numeracy abilities. The results of this research can also be useful for a deeper understanding of learning media that are suitable for improving student learning outcomes.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 1st Alma Ata International Conference on Education (AAICE 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
23 May 2025
ISBN
978-2-38476-414-3
ISSN
2352-5398
DOI
10.2991/978-2-38476-414-3_5How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Ervina Wijayanti
AU  - Mufida Awalia Putri
AU  - Galih Albarra Shidiq
AU  - Ismanto Ismanto
AU  - Muniroh Dzakiyah
AU  - Shintia Dwi Agustina
AU  - Sintiya Rizki Aisah
PY  - 2025
DA  - 2025/05/23
TI  - Analysis of the Using Digital Educational Game Media in Mathematics Learning to Improve Student Learning Outcomes in Elementary School
BT  - Proceedings of the 1st Alma Ata International Conference on Education (AAICE 2023)
PB  - Atlantis Press
SP  - 46
EP  - 53
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-414-3_5
DO  - 10.2991/978-2-38476-414-3_5
ID  - Wijayanti2025
ER  -