Evaluating the Effectiveness of Game-Based Learning with Geometry Dash on Grade III Students’ Numeracy Skills
Keywords:
Game-based Learning, Geometry Dash, Student’s Numeracy AbilityAbstract
The numeracy ability of elementary school students, especially in the lower grades, is still relatively low. This study aims to analyze the Game-Based Learning learning model assisted by the Geometry Dash digital game media on the numeracy ability of third-grade students. The method used is a quasi-experiment with a Nonequivalent Control Group Design, which involves the experimental and control groups. The population of this study was all third-grade students, totaling 413 students. A cluster random sampling technique determined the sample through two stages of drawing. The method and instrument for data collection in this study used a test method. Data on students' numeracy ability were obtained through an objective test instrument in multiple-choice questions and analyzed using a t-test after fulfilling the prerequisites for normality and homogeneity tests. The t-test results show that the tcount value is 5.402 and the ttable is 1.996 at a significance level of 5% with degrees of freedom (dk) of 66. Because the tcount is greater than the ttable, H₀ is rejected and Hₐ is accepted. This means there is a significant difference in numeracy skills between the group that was taught using the Geometry Dash Game-Based Learning model and the group that was not. Thus, this learning model has been proven to have a positive and significant effect on the numeracy skills of third-grade students. The implications of this finding point to the need for teachers to begin exploring innovative learning models that are technology-based and based on student interests.

