Gantina Rachmaputri
The educational landscape in Indonesia faces challenges, as reflected by the 2022 PISA results, where Indonesian students scored significantly below the OECD average in mathematics and reading. These scores highlight critical issues such as low interest and anxiety in mathematics, outdated teaching methods, and a lack of engaging educational tools. This study addresses these challenges by designing an innovative educational game (edugame) tailored to enhance primary school students' interest and understanding of mathematics. The edugame incorporates curriculum-aligned mathematical concepts, leveraging interactive gameplay and engaging narratives to create a stimulating learning environment. The project employs a systematic approach, including in-depth analysis of current educational games, curriculum alignment, content development, usability testing, and user feedback integration. The ultimate goal is to create a comprehensive and engaging tool that fosters mathematical competence and reduces learning anxiety among students.
We enhance primary school students' interest and understanding of mathematics through an edugame approach.
This project significantly impacts KK Aljabar by strengthening its position as a research group that excels in fundamental theory and practical applications relevant to education. Integrating algebraic concepts into the game design opens opportunities for interdisciplinary collaboration, increases publication output, and broadens KK Aljabar's academic and practical contribution on national and international levels. As part of FMIPA, this project positions the faculty as a pioneer in educational technology innovation in Indonesia. Producing games that enhance students' interest and understanding of mathematics reinforces FMIPA's reputation as a faculty that provides real solutions to modern educational challenges attracts new students, and supports more interactive and relevant learning for current students. This project enhances ITB's image as an innovative higher education institution that provides practical solutions to improve Indonesia's educational quality. By linking academic excellence with practical applications, ITB demonstrates its contribution to achieving SDGs in quality education and expands collaborations with national and international partners. Nationally, this project offers a tangible solution to improving mathematics education through an interactive and technology-based approach. The resulting games can help students reduce anxiety toward mathematics and improve Indonesia's ranking in international assessments like PISA. Additionally, these games have the potential to support the local creative economy by incorporating culturally relevant content, strengthening Indonesia's educational identity in the global era. We enhance primary school students' interest and understanding of mathematics through an edugame approach.