Development of SIPAT Card Media Based On Educational Games to Improve the Numeracy Skills of Grade 2 Elementary School Students

Authors

  • Intan Ade Ayuna Universitas Pendidikan Indonesia
  • Ika Fitri Apriani Universitas Pendidikan Indonesia
  • Riefki Fiestawa Universitas Pendidikan Indonesia
  • Resi Ramawati Universitas Pendidikan Indonesia
  • Nurham Hahsa Prince of Songkla University, Thailand

Keywords:

Media development, SIPAT Cards, numeracy, elementary school

Abstract

Numeracy skills are a fundamental competency essential for elementary school students in understanding number concepts, performing arithmetic operations, and solving mathematical problems in daily life. However, there are still students who experience difficulties in understanding addition and subtraction operations and solving simple word problems. This study aims to develop and determine the effectiveness of SIPAT (Siap Hitung Cepat) card media based on educational games in improving the numeracy skills of grade 2 elementary school students. The research employed the Research and Development (R&D) method with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 29 grade 2 students at SDN in Tasikmalaya. Data were collected through observation, documentation, and pretest and posttest assessments. The data were analyzed using descriptive quantitative and qualitative analysis techniques. The results showed that the use of SIPAT card media was able to improve students' numeracy skills, as indicated by an increase in the average score from 66.55 on the pretest to 70.68 on the posttest, or an increase of 6.20%. In addition to improving arithmetic skills, the SIPAT media was also able to enhance students' motivation, self-confidence, and active engagement in mathematics learning. Thus, the SIPAT card media can serve as an engaging alternative numeracy learning medium suited to the characteristics of elementary school students.

References

Anggraini, D., & Rohim, A. (2026). PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA ROMAKU (RODA MASSA DAN KUANTITAS) UNTUK MENINGKATKAN KEMAMPUAN NUMERASI SISWA SEKOLAH DASAR. PHI: Jurnal Pendidikan Matematika, 10(1), 159 167. https://doi.org/10.33087/phi.v10i1.646

Branch, R. M., & Dousay, T. A. (2022). Survey of instructional design models (5th ed.). Association for Educational Communications and Technology. https://doi.org/10.4135/9781483346397.n164

Carbonneau, K. J., Marley, S. C., & Selig, J. P. (2021). A meta analysis of the efficacy of teaching mathematics with concrete manipulatives. Educational Psychology Review, 33, 171–197. https://doi.org/10.1037/a0031084

Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2022). Three decades of game-based learning in science and mathematics education: An integrated bibliometric analysis and systematic review. Journal of Computers in Education, 9, 455–476. https://doi.org/10.1007/s40692 021 00210 y

Conte, M. M., Boetti, G., Roman, F., Spinello, E., Karadimas, N. V., Nikolov, L., ... & Cirneanu, A. L. (2025). Digitally Supported Scenario Based Learning for Improving Mathematics Education and Perception in Security and Defence. International Association for Development of the Information Society. https://doi.org/10.33965/celda2025_202509l002

Debrenti, E. (2024). Game-based learning experiences in primary mathematics education: The influence of digital and non digital games on students’ learning. Frontiers in Education, 9, Article 1331312. https://doi.org/10.3389/feduc.2024.1331312

Díez Palomar, J., Ramis Salas, M., Močnik, I., Simonič, M., & Hoogland, K. (2023, November). Challenges for numeracy awareness in the 21st century: making visible the invisible. In Frontiers in education (Vol. 8, p. 1295781). Frontiers Media SA. https://doi.org/10.3389/feduc.2023.1295781

Hakim, A. L., Fil, S., Lisni Hastuti Harahap, S. P., Sudiansyah, M. P., Safitri, C., Sari, N. P., & Wibowo, T. S. (2023). Literasi dan Model Pembelajaran: Kunci Terampil di Era Revolusi 4.0. Penerbit Adab.

Harlin, M. D., & Arini, N. W. (2023). Pengembangan media kartu UNO pada materi satuan berat di Kelas IV Sekolah Dasar. Jurnal Cendekia: Jurnal Pendidikan Matematika, 7(3), 3027 3038. https://doi.org/10.31004/cendekia.v7i3.2731

Hui, B. H., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on students’ cognitive and affective domains: A systematic review. Frontiers in Psychology, 14, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

Khairunnisa, K., Jamilah, J., & Risalah, D. (2024). Pengembangan modul ajar matematika berbasis problem based learning terhadap kemampuan pemecahan masalah. J PiMat: Jurnal Pendidikan Matematika, 6(1), 1053 1064. https://doi.org/10.31932/j pimat.v6i1.3200

Meo, T. D., Qondias, D., Wau, M. P., & Noge, M. D. (2024). Penerapan Media Jam Untuk Meningkatkan Numerasi Siswa Sekolah Dasar Mabhambawa (Studi Kolaboratif Gerakan Numerasi Sekolah). Dharmas Education Journal (DE_Journal), 5(1), 357 364. https://doi.org/10.56667/dejournal.v5i1.1328

Moum, T. (2026). Book Review: Social Research Methods: Qualitative, Quantitative and Mixed Methods Approaches. https://doi.org/10.1177/00016993251368722

Nguyen, N. D., Trung, L. T. B., Nga, N. T., & Dung, T. M. (2024). Digital game-based learning in mathematics education at primary school level: A systematic literature review. EURASIA Journal of Mathematics, Science and Technology Education, 20(5), em2437. https://doi.org/10.29333/ejmste/14377

OECD. (2019). PISA 2018 assessment and analytical framework: Mathematics, reading, science and financial literacy. OECD Publishing. https://doi.org/10.1787/9789264190511 en

Pellas, N., Mystakidis, S., & Kazanidis, I. (2022). Immersive virtual reality in K 12 and higher education: A systematic review of the last decade. Virtual Reality, 26, 123–154. https://doi.org/10.1007/s10055 021 00549 9

Raupu, S., Nurdin, K., & Said, A. (2023). THE ANALYSIS OF STUDENTS'LEARNING DIFFICULTIES IN MATHEMATICS ALGEBRAIC ARITHMETIC OPERATION. SUJANA: Education and Learning Review, 11 26. https://doi.org/10.56943/sujana.v2i2.314

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648 019 09498 w

Sari, D. I., & Parrohah, P. (2024). Pendampingan Belajar Sambil Bermain Menggunakan Media Mathematics Flashcards untuk Kemampuan Numerasi Siswa Sekolah Dasar. Bima Abdi: Jurnal Pengabdian Masyarakat, 4(4), 236 243. 10.53299/bajpm.v4i4.1002 https://doi.org/10.53299/bajpm.v4i4.1002

Scherer, R., Siddiq, F., & Tondeur, J. (2020). The technology acceptance model (TAM) and educational technology: A meta analytic structural equation modeling approach. Computers & Education, 151, 103862. https://doi.org/10.1016/j.compedu.2020.103862

Schmidt, W. H., Zoido, P., & Cogan, L. (2021). The role of instructional practices in improving mathematics learning outcomes: Evidence from international assessments. Educational Research and Evaluation, 27(1–2), 1–20.

Susanto, E., & Usman, A. (2024). Pembelajaran berbasis permainan digital untuk meningkatkan kemampuan pemecahan masalah Matematika: Studi literatur. Jurnal Guru Panrita, 1(1). https://doi.org/10.29210/1202424412

Zaenal, R. M., Suryaman, O., & Sutisna, A. (2022). Pengembangan media pembelajaran mobile learning “NUMET” untuk meningkatkan kemampuan numerasi siswa sekolah dasar. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 11(4), 2725 2739. https://doi.org/10.24127/ajpm.v11i4.6035

Downloads

Published

2026-09-28