ABSTRACT
This research tries to prove that male students really like to use gadgets to play games and test their impact. the games tested in this study were beemmath X and bingo math x, which are games to practice the multiplication skills of 81 3rd grade elementary school students. A total of 20 questions were tested to students before and after participating in learning by applying beemath X and bingo math X gamification. Data analysis used a t-test and showed that the multiplication ability of male students after participating in learning using digital dice games was better than in female students, they also prefer beemath x games rather than bingo math x
KEYWORDS
gamification beemmath x, bingo math x, multiplication arithmetic