Abdurrachman Rahim, Ahmad Swandi, Susalti Nur Arsyad, Lingga Gita Dwikasari, Andika Ellena Saufika Hakim Maharani, Ivan Luthfi Ihwani, Dea Alvionita Azka
Integrating educational games into primary school classrooms presents a valuable opportunity to enhance students’ engagement and conceptual understanding, particularly in mathematics and science. This study investigates the effectiveness of digital games developed using the GDevelop platform in improving the learning motivation and conceptual mastery of sixth-grade students. Employing a one-group pretest-posttest pre-experimental design, data were gathered from 30 students through questionnaires, classroom observations, and achievement tests. The quantitative results indicate a moderate improvement in learning motivation (N-Gain = 0.4) and conceptual understanding (N-Gain = 0.5). Qualitative data support these findings, revealing increased student enthusiasm, more enjoyable learning experiences, and improved comprehension of complex concepts. These outcomes highlight the potential of culturally contextualized educational games aligned with the national curriculum to foster active learning and improved academic performance. This study advocates for the development of inclusive digital learning tools that bridge pedagogical needs with contemporary technological trends in Indonesian elementary education. © 2026 Author(s)
Faculty of Education and Letter, Bosowa University, Indonesia; Postgraduate Program, Makassar State University, Indonesia; Faculty of Food Technology and Agroindustry, Mataram University, Indonesia; Faculty of Mathematics and Natural Science, Mataram University, Indonesia; Faculty of Mathematics and Natural Science, Gadjah Mada University, Indonesia; Faculty of Teacher Training and Education, Sriwijaya University, Indonesia