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Development of MEOM-Based Digital Learning Media Using (GBL) to Improve Mathematical Problem-Solving Skills of Grade 5 Primary School Students

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  • Olvia Fakhirah

    (Universitas Muhammadiyah Jakarta, Indonesia)

  • Muhamad Sofian Hadi

    (Universitas Muhammadiyah Jakarta, Indonesia)

Abstract

This research to develop, assess the feasibility, and evaluate the effectiveness of the MEOM digital learning media based on Game-Based Learning (GBL) to improve the mathematical problem-solving skills of Grade 5 primary school students. The development process used the Research and Development (RnD) method with the Four-D (4D) model, consisting of the Define, Design, Develop, and Disseminate stages. Expert validation indicated that the media is highly feasible based on evaluations from media experts (91%), content experts (87.5%), and language experts (80%). Both limited and expanded feasibility tests showed highly feasible results, with average percentages above 88%. A preliminary practicality test conducted in three schools (SDS Taruna Mandiri, SDIT Al-Lauzah, and SDI Kaffah) revealed a feasibility rate above 94%. The effectiveness test showed a significant improvement in students’ mathematical problem-solving skills, with higher post-test scores compared to pre-test scores in the experimental class. The Mann-Whitney statistical test yielded a significance value of 0.000 (

Suggested Citation

  • Olvia Fakhirah & Muhamad Sofian Hadi, 2025. "Development of MEOM-Based Digital Learning Media Using (GBL) to Improve Mathematical Problem-Solving Skills of Grade 5 Primary School Students," International Journal of Research and Scientific Innovation, International Journal of Research and Scientific Innovation (IJRSI), vol. 12(7), pages 2205-2208, July.
  • Handle: RePEc:bjc:journl:v:12:y:2025:i:67:p:2205-2208
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