Copyright © 2018 Authors. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted
use, distribution, and reproduction in any medium, provided the original work is properly cited.
International Journal of Engineering & Technology, 7 (3.2) (2018) 751-755
International Journal of Engineering & Technology
Website: www.sciencepubco.com/index.php/IJET
Research paper
The Development of Arithmetic Gamification Using Digital Dice
Suprih Widodo
1
*, Puji Rahayu
1
, Nahrowi Adjie
1
, Sri Adi Widodo
2
, Bayu Rahmat Setiadi
3
1
UPI Kampus Purwakarta, Universitas Pendidikan Indonesia, Purwakarta,, Indonesia
2
Mathematics Education, Universitas Sarjanwiyata Tamansiswa, Yogyakarta, Indonesia
3
Mechanical Engineering Education, Universitas Sarjanawiyata Tamansiswa, Yogyakarta, Indonesia
*Corresponding author E-mail: supri@upi.edu
Abstract
Due to the importance of arithmetic abilities for elementary school students, this research aims to develop games using digital dice.This
games will be used in gamification in math education. This research method is research and development, while the game development
process using the waterfall model of system development life cycle. Based on the results of development, the system is built so that the
students are emotionally engaged through digital dice games, they didn’t only tap the screen or answer the exercise. The resu lts of func-
tional testing and compatibility also show that the system has excellent functionality and compatibility.
Keywords: gamification, arithmetic, dice
1. Introduction
The ability of arithmetic is a very important ability for elementary
school students because the application is mostly found in
everyday life. Arithmetic ability will support the success of
learning other mathematical concepts because almost all the
mathematical concepts to be studied in the next level will be
closely related. Arithmetic owes its important position in the
school curriculum to two reasons. First, it teaches certain
fundamental facts and processes which everyone must use;
secondly, it offers a mental drill that is more complete, more
definite, and more insistent than any other branch taught in the
secondary schools [1].
The specific issue in this study is based on interviews with a
number of teachers in some elementary schools in Purwakarta
Indonesia in 2014, 2015, 2016, that students have difficulty in
learning mathematics because they have difficulty in learning
arithmetic, especially multiplication.
To be able to understand and like mathematics which is abstract,
the process of learning mathematics, especially the subject matter
of the concept counting operations should be delivered in a
meaningful and fun ways and must be able to show the benefits of
mathematics in solving various problems in life. In addition, the
involvement of students and the presentation of interesting
learning is an effort by the teacher. One alternative is to apply the
gamification in mathematics. This is in line with the age of
development of elementary school students who are in concrete
operational stage and love the game [2]. Furthermore, the key to
learning arithmetic is through meaningful experience and practical
application. These computing skills need to can be nurtured by a
variety of systematic practices and exercises [3]. Through the
game, students will truly engage, do not feel compelled and afraid.
However, some existing arithmetic games have not followed the
technological change that grew rapidly. As in [4] uses cards and
game boards to teach the notion of adding a high level of cognitive
skills (reasoning and strategy). Another game research is the use
of personal computer-based monkey tales that compare students'
arithmetic skills based on learning with the game with regular
practice. [5][6][7]. In the other hand, the use of the Android-based
smartphone is a huge number of users in the world, in 2018
dominate the market by 85,9% [8]. Preliminary analysis in this
study shows that the number of arithmetic games in the Android
Play store is as much as multiple choice game. Students answer a
random question set by the system and choose the right answers to
have a score. Then the students choose the level of the game with
some reward. There are only 2 games found that are "mental
arithmetic" and "Buddy school" which use the fun game elements
in their application.
This research aims to develops “Bee Math and Bingo math X and
+”, as an android based application that can be played by anyone,
anytime and anywhere. And the purpose is to improve the arith-
metic skill of primary school students using digital dice. It is
based on, the effort that has been made by the students focus back
on learning after spending time and energy just to play games like
angry birds [9]. So the elements in the game can be utilized for
tasks, and exploit human nature in terms of student motivation and
involvement.
The term of gamification refers to the use of game elements or
game thinking in a non-game context in order to increase
engagement between students and learning application [10].
Gamification is important in learning, because today students are,
a Z generation that fluent in technology. As in [11] they are
individuals with new and growing characteristics of digital
technology that make their learning styles different from students'
learning styles in previous generations.
It has been proven that games are so rapidly growing, downloaded
and played by students and addictive. And gamification in math
education also arises such as [12][13]. This research develops
games that previously done manually, into digital games that can
be done anytime and anywhere in the context of improving the
ability in arithmetic, especially multiplication and addition with
the concept of gamification.