INTEGRASI MEDIA DIGITAL DAN PERMAINAN EDUKATIF DALAM PEMBELAJARAN BILANGAN CACAH KELAS V SD
DOI:
https://doi.org/10.23969/jp.v10i04.37249Keywords:
whole numbers, digital media, educational gamesAbstract
The rapid development of digital technology has significantly influenced mathematics learning in elementary schools. This study aims to describe the integration of digital media and educational games in teaching whole numbers to fifth-grade students. Using a descriptive qualitative approach, the research was conducted at SD Negeri Kedungsari in November 2025 with 17 participants. Data were collected through participatory observation, documentation, and teacher reflection notes, and analyzed using Miles and Huberman’s interactive model. The integration process involved four stages: planning, implementation, collaboration, and evaluation. Digital applications such as Quizizz, Wordwall, and Math Games were combined with contextual educational games, including place-value pocket activities. Findings revealed that 88% of students showed positive responses to digital media, while 82% benefited from educational games. The results of student understanding were very positive, the results of the T test showed that the Sig. value was 0.176 (> 0.05) which means there was a significant difference between the pretest and posttest (before and after using digital media and educational games). The results demonstrate that combining digital media and educational games enhances motivation, collaboration, and numeracy skills. This study highlights the importance of innovative, technology-based approaches to strengthen foundational mathematics learning in Indonesian elementary schools.
Downloads
References
Apriani, D. A., Mahendra, Y., & Apriza, B. (2025). The Effectiveness of Educational Games in Mathematics Learning in Elementary Schools : A Systematic Literature Review. 13(1), 115–126.
Badiatul, N., Aprilia, L., & Inganah, S. (2025). Pengembangan Escape Game Digital Berbasis Budaya Lokal Untuk Development Of A Digital Escape Game Based On Local Culture To Improve Students ’ Motivation And Cultural Awareness. 11(1), 156–165.
Budiningtyas, D., Yuliana, L., Inganah, S., & Malang, U. M. (n.d.). Pengembangan Media Pembelajaran Unggas Pada. 561–574.
Devinra, O. H. et. a. (2024). Pengaruh Media Pembelajaran Berbasis Digital Quizizz Terhadap Hasil Belajar Matematika Siswa Di Sekolah Dasar. 10(1), 13–26.
Eka Saputra, F. A. K. (2025). Inovasi Pembelajaran Matematika Berbasis Game Edukasi Digital untuk Meningkatkan Motivasi dan Hasil Belajar Siswa SD Kelas V. 8(3), 549–557.
OCDE. (2022). Pisa 2022. In Perfiles Educativos (Vol. 46, Issue 183). https://doi.org/10.22201/iisue.24486167e.2024.183.61714
Prajayana, M. I. (2025). Edusaintek : Jurnal Pendidikan , Sains dan Teknologi Penerapan Model Discovery Learning Berbasis Digital Dalam Pembelajaran Ipas Untuk Meningkatkan Motivasi Belajar Siswa Sekolah Dasar. 12(2), 850–866.
Spradley, P., & Huberman, M. (2024). Kajian Teoritis tentang Teknik Analisis Data dalam Penelitian Kualitatif. 1(2), 77–84.
Tunas, U., Surakarta, P., Digital, M., & Pembelajaran, D. (N.D.). Seminar Nasional Dies Natalis Ke-41. 172–178.
UNESCO. (2023). Technology in education :
Yusril Yahya Muhaimin, Sri Wardani, Harianingsih, Bambang Subali, N. W. (2025). Digital Based Mathematics Learning in Primary Education : 9(4), 2138–2151.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Pendas : Jurnal Ilmiah Pendidikan Dasar

This work is licensed under a Creative Commons Attribution 4.0 International License.
















