Sociocultural Game-Based Interactive Digital Simulations: A Pathway to Improving Primary School Students' Word Problem-Solving Skills.

In this study, we explore the implementation of a sociocultural game-based interactive digital simulation titled The Adventure of Adit in the Fruit Store game in mathematics learning. The microgenetic method was applied to examine the dynamic changes in students' word problemsolving (WPS) abilities....

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Publicado en:Pertanika Journal of Social Sciences & Humanities Vol. 34; no. 3; pp. 1641 - 1659
Autores principales: Arifin, Slamet, Atmoko, Adi, Zainuddin, Zamzami, Widiyanti
Formato: Artículo
Publicado: Universiti Putra Malaysia Jun2026
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Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2026
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        atl: Sociocultural Game-Based Interactive Digital Simulations: A Pathway to Improving Primary School Students' Word Problem-Solving Skills.
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          Arifin, Slamet
          Atmoko, Adi
          Zainuddin, Zamzami
          Widiyanti
        affil:
          Postgraduate School, Universitas Negeri Malang, Jl. Semarang No.5, Sumbersari, Kec. Lowokwaru, Kota Malang, 65145 Jawa Timur, Indonesia
          College of Human Sciences and Culture, Flinders University, Sturt Rd, SA 5042 Bedford Park, Australia
      su:
        Word problems (Mathematics)
        Gamification
        Educational evaluation
        Primary education
        Research methodology
        Educational technology
        Digital computer simulation
        Mathematics education
      sug:
        subj:
          Word problems (Mathematics)
          Gamification
          Educational evaluation
          Primary education
          Research methodology
          Educational technology
          Digital computer simulation
          Mathematics education
      keyword:
        Game-based learning
        quasi-experiment
        sociocultural
        word problem solving
      ab: In this study, we explore the implementation of a sociocultural game-based interactive digital simulation titled The Adventure of Adit in the Fruit Store game in mathematics learning. The microgenetic method was applied to examine the dynamic changes in students' word problemsolving (WPS) abilities. A total of 140 first-grade students, comprising 57 boys and 83 girls with an average age of 6 to 7 years, participated in six mathematics sessions. We collaborated with the classroom teacher to design a mathematics lesson using the game we designed to teach number addition (1-10). A pre-test and six assessments were administered to students after they engaged with the mathematics learning design. Descriptive statistics were used to analyse the dynamic changes in students' WPS abilities over time, and the Wilcoxon Signed Ranks Test was conducted to compare students' WPS abilities before and after participation in mathematics learning through the game. Our findings demonstrate significant dynamic improvements in students' WPS abilities following participation in the designed mathematics lesson. Moreover, statistical analysis revealed a significant improvement in students' post-test scores compared to pre-test scores, Z = -10.380, p < .001, indicating that the gamebased learning intervention had a substantial effect on enhancing students' word problemsolving skills.
      pubtype: Academic Journal
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    language: English
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