Perancangan Game Edukasi Matematika Berbasis Mobile Untuk Anak TK B Menggunakan Unity Dengan Pendekatan Petualangan
DOI:
https://doi.org/10.70340/jirsi.v5i3.665Keywords:
Educational Game, Basic Mathematics, Early Childhood Education, Unity Engine, Multimedia Development Life Cycle (MDLC)Abstract
The development of information technology has encouraged the use of digital media in education. However, basic mathematics learning in Indonesia still faces various challenges, particularly children's limited understanding of basic arithmetic operations and the use of conventional teaching methods that are less effective in attracting children's interest in learning. These conditions highlight the need for more interactive learning media that are suited to the characteristics of early childhood learners. This study aims to design and implement Matric Adventure, a mobile-based educational game developed using the Unity Engine and the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Application testing was conducted using White Box Testing and Black Box Testing, while evaluation was carried out through a questionnaire distributed to 40 respondents, consisting of 10 teachers and 30 Kindergarten B children. The results showed that all application features functioned according to user requirements. The questionnaire evaluation yielded 388 “Yes” responses
(97%) and 12 “No” responses (3%). The predominance of positive responses indicates favorable feedback from respondents regarding Matric Adventure as an interactive and engaging medium for teaching basic mathematics to young children. Therefore, Matric Adventure can serve as an alternative mobile-based learning medium that supports the presentation of basic arithmetic operations through adventure gameplay.
Downloads
References
M. S. Alotaibi, “Game-based learning in early childhood education: a systematic review and meta-analysis,” Apr. 02, 2024, Frontiers Media SA. doi: 10.3389/fpsyg.2024.1307881.
F. Maghfirah, W. I. Kartika, R. A. Hasnur, V. Azzahra, and A. D. Pertiwi, “Enhancing Early Childhood Mathematical Skills through Contextual Digital Game-Based Learning: Evidence from the BEKANTAN Intervention in
Indonesia,” JGA, vol. 10, no. 2, pp. 295–311, Jun. 2025, doi: 10.14421/jga.2025.102.07.
H. J. Bang, L. Li, and K. Flynn, “Efficacy of an Adaptive Game-Based Math Learning App to Support Personalized Learning and Improve Early
Elementary School Students’ Learning,” Early Child. Educ. J., vol. 51, no. 4, pp. 717–732, Apr. 2023, doi: 10.1007/s10643-022-01332-3.
N. N. D. Handayani, C. Taurusta, I. R. I. Astutik, and N. L. Azizah, “Design of a Mathematics Learning Platformer Game Using Unity 2D,” Indonesian Journal of Education Methods Development, vol. 20, no. 1, pp. 1–10, Feb. 2025, doi: 10.21070/ijemd.v20i1.983.
M. P. Sijabat, K. Hutabarat, L. Sitorus, S. Salsabilla, and K. Khairunnisa, “Media Pembelajaran Interaktif dalam Meningkatkan Hasi Belajar Siswa Kelas V di
Sekolah Dasar,” Jurnal Basicedu, vol. 8, no. 3, pp. 2398–2409, Jun. 2024, doi: 10.31004/basicedu.v8i3.7941.
S. M. Mm. Tech. Dr. Mars Caroline Wibowo, “Multimedia+Interaktif+-
+Full+ISBN,” IJGD: International Journal of Graphic Design, no. 2021: Penerbit Yayasan Prima Agus Teknik, pp. 1–349, Jan. 2022.
R. Roedavan, A. P. Leman, and S. G. Putri, “A Framework for Developing Augmented Reality Applications Based on the Multimedia Development Life Cycle (MDLC),” JURNAL ILMIAH INFORMATIKA GLOBAL, vol. 16, no. 1, pp. 20–27, Apr. 2025.
A. Rofiqoh and I. Khairani, “Peran Media Interaktif Dalam Meningkatkan
Motivasi Belajar Siswa pada Mata Pelajaran SKI di Madrasah Ibtidaiyah,” vol.
, no. 1, 2024, doi: 10.36722/sh.v9i1.2828.
M. Dr. Budi Raharjo S. Kom, M. Kom, Pemrograman Bahasa C#. Semarang: Yayasan Prima Agus Teknik Bekerja sama dengan Universitas Sains & Teknologi Komputer (Universitas STEKOM), 2021. Accessed: Apr. 24, 2026. [Online].
Y. Pratiwi and L. W. Widianti, “Implementasi whitebox testing dengan teknik basis path pada pengujian halaman pencarian
program promo,” Jurnal Kecerdasan Buatan dan Teknologi Informasi, vol. 4, no. 2, pp. 173–180, May 2025, doi: 10.69916/jkbti.v4i2.280.
Y. Dwi Wijaya and M. Wardah Astuti, “Pengujian blackbox sistem informasi penilaian kinerja karyawan pt inka (persero) berbasis equivalence partitions blackbox testing of pt inka (persero) employee performance assessment information
system based on equivalence partitions,” Jurnal Digital Teknologi Informasi, vol. 4, no. 1, pp. 22–26, 2021.
O. A. Wacanno, H. Kuswara, A. Mukhayaroh, S. Informasi, and N. Mandiri, “Multimedia pembelajaran menggunakan adobe flash sebagai game edukasi dalam pengenalan mata uang rupiah pada siswa Kelas Satu Sekolah Dasar” Online, Jakarta Pusat, 2022. Accessed: May 29, 2026. [Online]. Available: http://ijns.org/journal/index.php/ijns/article/view/1810/1680
Downloads
Published
Issue
Section
License
Copyright (c) 2026 christopher laksono

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







