STUDENTS ACHIEVEMENT ON MULTIPLICATION ABILITY BY GAMIFICATION USING DIGITAL DICE ON GENDER PERSPECTIVE

Nuur Wachid Abdul Majid, Suprih Widodo, Puji Rahayu
Universitas Pendidikan Indonesia, Indonesia

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