The effect of Gimkit interactive learning media on grade V mathematics learning outcomes in elementary schools

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Authors: Sofi Amara Nisa, Ratnasari Diah Utami, Anam Sutopo, Gusman Lesmana, Amelia Eka Damayanty, Fifi Endah Irawati
Cited by: 0
References: 11

Abstract

This study aims to analyze the effect of using interactive learning media Gimkit on mathematics learning outcomes of grade V students at MI Muhammadiyah Gonilan. This research used quasi-experiment method with pre-test and post-test control group design. The research sample consisted of two groups, namely the experimental group that used Gimkit as a learning media and the control group that used traditional methods. The research instrument was a math learning outcome test that had been tested for validity and reliability. The results showed that there was a significant increase in students' mathematics learning outcomes in the experimental group compared to the control group. The t-test on SPSS resulted in a significance value of 0.638 where 0.638>0.05, which indicates that the use of Gimkit has a positive effect on learning outcomes. The conclusion of this study is that Gimkit as an interactive game-based learning media can significantly improve students' mathematics learning outcomes.

Fields of Study & Subjects

Educational Games and Gamification Mathematics Education and Pedagogy Multimedia Learning Systems

Publication details

Journal / source
AIP conference proceedings
Volume
3415
Pages
020065–020065
Publication date
1 January 2026
Language
EN