Practicality of Gamification-Based VPDLS Media and Its Association with Elementary School Students’ Digital Numeracy Achievement

Authors

  • Hasbiyah Srianah Amir Institut Ilmu Sosial dan Bisnis Andi Sapada
  • Poopathy Dhanasekaran SJKT Tanah Rata

DOI:

https://doi.org/10.70152/leotech.v3i1.338

Keywords:

digital numeracy, gamification, learning media, practicality, VPDLS

Article Metrics

Abstract

The development of digital learning media is essential in improving elementary school students’ digital numeracy skills. This study aims to analyze the practicality of gamification-based VPDLS media and examine its association with elementary school students’ digital numeracy achievement. A descriptive quantitative approach with comparative analysis was employed. The research involved 343 elementary school students from eight schools. Data were collected using a digital numeracy essay test and a media practicality questionnaire based on the Technology Acceptance Model. Instrument validity and reliability were analyzed using SmartPLS, while descriptive statistics and ANOVA were conducted using SPSS. The results showed that the VPDLS media demonstrated high practicality, with students perceiving it as easy to use, practical, and comfortable for learning. Students’ digital numeracy scores also showed relatively high achievement, with significant differences among schools. The ANOVA results confirmed that both media practicality and digital numeracy achievement varied significantly across learning contexts. These findings indicate that gamification-based VPDLS media has the potential to support students’ engagement in digital numeracy learning, although the results should be interpreted cautiously because the study employed a descriptive quantitative design. In addition, the high level of practicality contributes to students’ acceptance and consistent use of digital learning media. The results are expected to support teachers and educational practitioners in designing effective and user-friendly digital learning media. This study provides empirical evidence regarding the practicality and potential contribution of gamification-based VPDLS media in supporting digital numeracy learning at the elementary school level.

Downloads

Download data is not yet available.

References

Ahmed, H. M. M., Sabagh, H. A. El, & Elbourhamy, D. M. (2025). Effect of gamified, mobile, cloud based learning management system (GMCLMS) on student engagement and achievement. International Journal of Educational Technology in Higher Education, 22(49), 1–35. https://doi.org/10.1186/s41239-025-00541-1

Ahmed, S. K. (2024). How to choose a sampling technique and determine sample size for research: a simplified guide for researchers. Elsevier, 12, 1–7. https://doi.org/10.1016/j.oor.2024.100662

Anggun, M. S., Fakhruddin, Arbarini, M., Subali, B., & Widiarti, N. (2025). Implementing creative learning with technology to improve literacy and numeracy in primary schools. Journal of Innovation and Research in Primary Education, 4(3), 430–437. https://doi.org/10.56916/jirpe.v4i3.1299

Boateng, S. L., Penu, O. K. A., Boateng, R., Budu, J., Marfo, J. S., & Asamoah, P. (2024). Educational technologies and elementary level education – a bibliometric review of scopus indexed journal articles. Heliyon, 10, 1–17. https://doi.org/10.1016/j.heliyon.2024.e28101

Carolina, A., Klock, T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: a review of literature. International Journal of Human-Computer Studies, 144, 1–22. https://doi.org/10.1016/j.ijhcs.2020.102495

Creswell, J. W., & Creswell, J. D. (2023). Research design qualitative, quantitative, and mixed methods approaches (Sixth Edit). SAGE Publications.

Daelia, V., Telaumbanuab, Y. N., Lasec, S., & Mendrofad, R. N. (2025). Analisis kemampuan numerasi siswa dalam menyelesaikan soal asesmen kompetensi minimum di SMA Negeri 1 Gunungsitoli. Jurnal Edukasi Matematika Dan Sains, 14(1), 59–77. https://doi.org/10.59672/emasains.v14i1.4553

Dewi, M., Apriza, B., & Dinata, K. B. (2025). The effectiveness of wordwall interactive media in teaching mathematics in elementary school: a systematic literature review. Jurnal Mimbar PGSD Undiksha, 13(1), 127–137. https://doi.org/10.23887/jjpgsd.v13i1.92352

Erviana, V. Y., & Sepriansyah, Y. (2024). The effectiveness of virtual reality media on primary school students ’ learning outcomes. International Journal of Elementary Education, 8(1), 141–149. https://doi.org/10.23887/ijee.v8i1.67734

Fitriani, N. P., Erico, A., Krisna, J., Samsiyah, I. F., Fitriyani, R., & Kusbiarsi, A. (2025). The impact of digital learning technology on the quality of education in indonesia: a systematic literature review. Jurnal Ilmiah Ilmu Pendidikan Dan Nasional, 14(4), 3142–3154. https://ejournal.unibabwi.ac.id/index.php/sosioedukasi/index

Fodale, M. F. (2025). Gamification in educational technology: a scoping review of trends and effectiveness. Universal Journal of Educational Research, 4(3), 1–8. https://doi.org/10.64637/629052

Garcíaa, J. A. M., Gomez, C. G., Lopez, A. T., & Schlosserd, M. J. (2024). Applying the technology acceptance model to online self-learning: a multigroup analysis. Journal of Innovation & Knowledge, 9, 1–12. https://doi.org/10.1016/j.jik.2024.100571

Gini, F., Bassanelli, S., Bonetti, F., Hadi, R., Bucchiarione, A., & Marconi, A. (2025). The role and scope of gamification in education: a scientometric literature review. Acta Psychologica, 259, 1–16. https://doi.org/10.1016/j.actpsy.2025.105418

Hair, J. F., Hult, G. T. M., Ringle, C. M., Sarstedt, M., Danks, N. P., & Ray, S. (2021). A primer on partial least squares structural equation modeling (PLS-SEM) using R. In Structural Equation Modeling: A Multidisciplinary Journal (Vol. 30, Issue 1). https://books.google.co.id/books?id=y8JyzgEACAAJ

Harmawati, Y., Abdulkarim, A., Bestari, P., & Sari, B. I. (2024). Data of digital literacy level measurement of Indonesian students: based on the components of ability to use media, advanced use of digital media, managing digital learning platforms, and ethics and safety in the use of digital media. Elsevier, 54, 1–14. https://www.sciencedirect.com/science/article/pii/S2352340924003664

Hermita, N., Wijaya, T. T., Yusron, E., Abidin, Y., Alim, J. A., & Putra, Z. H. (2023). Extending unified theory of acceptance and use of technology to understand the acceptance of digital textbook for elementary school in Indonesia. Frontiers in Education, 1–16. https://doi.org/10.3389/feduc.2023.958800

Indarti, S., & Sunanto, L. (2026). Systematic literature review: gamification in mathematics learning. Ar-Rasyid: Jurnal Publikasi Penelitian Ilmiah, 2(1), 1–20. https://journal.sahakreasindo.co.id/index.php/ar-rasyid

Isaac, E., & Uwaks, G. (2022). Content validity in educational assessment. International Journal of Innovative Education Research, 10(2), 57–69. https://www.seahipublications.org/wp-content/uploads/2024/12/IJIER-J-7-2022

Jutin, N. T., & Maat, S. M. B. (2024). The effectiveness of gamification in teaching and learning mathematics: a systematic literature review. International Journal of Academic Research in Progressive Education and Development, 13(1), 1290–1309. https://doi.org/10.6007/IJARPED/v13-i1/20703

Kaban, L., Sari, M. P., Yoki, M., & Sihombing, M. (2023). Interactive learning through digital media: enchancing elementary math instruction. Jurnal Arjuna: Publikasi Ilmu Pendidikan, Bahasa Dan Matematika, 1(6), 250–257. https://doi.org/10.61132/arjuna.v1i6.331

Karnilah, N., & Fitri, H. K. (2024). Gamifikasi dalam pembelajaran matematika di sekolah: a systematic literature review. Jurnal Ilmiah Ilmu Pendidikan, 7(8), 465–476. https://doi.org/10.54371/jiip.v7i8.5035

Keji, S. S. (2024). Relationship among perceived usefulness, ease of use, attitude and intention to use emerging technology among undergraduate in South-West Nigeria. Journal for Lesson and Learning Studies, 7(1), 126–132. https://doi.org/10.23887/jlls.v7i1.72043

Kim, J., Kim, J., & Youn, B. (2025). Using a technology acceptance model to explore the intention to use digital health technologies among people with disabilities: cross-sectional survey study table of contents. JMIR Preprints. https://preprints.jmir.org/preprint/79595

Kusumawardani, S., Efendi, A., & Sumaryati, S. (2025). When math meets play: a meta-analysis of digital game-based learning effectiveness. Proceeding of the 7th International Conference on Teacher Training and Education, 178–187. https://jurnal.uns.ac.id/ictte/article/view/114723

Linus, A. A., Aladesusi, G. A., Monsur, I. A., & Elizabeth, F. J. (2025). Perceived usefulness, ease of use, and intention to utilize online tools for learning among college of education students. Indonesian Journal of Multidiciplinary Research, 5(1), 41–52. http://ejournal.upi.edu/index.php/ IJOMR/

Mattar, C., Oueida, S., Awad, P., Militaru, G., & Baalbaki, H. El. (2025). A gamified learning approach for a better educational experience: a case study in the middle east. International Journal of Game-Based Learning, 15(1), 1–23. https://doi.org/10.4018/IJGBL.391349

Nurhayati, & Fathurrohman. (2025). Gamification in school education: a systematic review of its effectiveness in improving student motivation and academic outcomes. Al-Islah: Journal of Education, 17(2), 2356–2368. https://doi.org/10.35445/alishlah.v17i2.6516

Nwabuko, O. C., Iwu, L. O., Njoku, P. U., & Nwamoh, U. N. (2024). An overview of research study designs in quantitative research methodology. American Journal of Medical and Clinical Research & Review, 3(5), 1–6. https://doi.org/10.58372/2835-6276.1169

OECD. (2022). PISA 2022 Result.

Pan, Z., Wang, K., Zhu, J., & Smith, M. (2026). Levels, stickers, and strategies: how gamified math tasks foster elementary student engagement. Education and Information Technologies, 03, 1–23. https://doi.org/10.1007/s10639-025-13866-1

Rahayu, S., Yaqin, N., Pranawukir, I., Awaludin, D. T., & Rahayu, S. (2025). Effectiveness of digital game based learning on improving numeracy literacy of elementary school students. International Journal of Educational Insights and Innovations, 2(2), 32–36. https://ijedins.technolabs.co.id/index.php/ijedins

Ramdhani, L. I., Soeharno, S., Refni, E., Sarifah, I., & Mahdiyah, M. (2024). Meta-analysis the effectiveness of digital learning media on literacy numeracy: implications for education based technology. Jurnal Penelitian Pendidikan, 41(2), 153–161. https://doi.org/10.15294/jpp.v41i2.18926

Rijal, A., & Maharani, T. (2025). Upaya meningkatkan hasil belajar matematika menggunakan model pembelajaran gamifikasi berbantuan kahoot siswa kelas II sekolah dasar. Pendas: Jurnal Ilmiah Pendidikan Dasar, 10(02), 39–49.

Rostika, N., Abidin, Y., & Kurniawan, D. T. (2025). Usability analysis of digital learning media based on google sites using the SUS scale. Journal of Basic Education Research, 6(3), 481–487. https://doi.org/10.37251/jber.v6i3.1860

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

Salam, N., Suyanto, S., & Ningsih, S. N. (2024). Maximizing the potential of digital learning media in primary education: insights from a systematic literature review. Indonesian Journal of Educational Research and Review, 7(3), 615–629. https://doi.org/10.23887/ijerr.v7i3.80617

Sari, N. M., Yaniawati, P., Supianti, I. I., & Indriani, R. (2025). Digital game-based learning interventions on students ’ numeracy skills and engagement. Formatif: Jurnal Ilmiah Pendidikan MIPA, 15(148), 39–50. https://doi.org/10.30998/formatif.v15i1.23356

Sheptian, R., Ocy, D. R., Triana, D. D., & Wahyuni, L. D. U. (2024). Developing a validated essay-based assessment instrument to measure science literacy in energy topics. Journal of Indonesian Student Assessment and Evaluation, 10(2), 88–100. https://doi.org/10.21009/JISAE

Son, M., & Ha, M. (2025). Development of a digital literacy measurement tool for middle and high school students in the context of scientific practice. Education and Information Technologies, 30(4), 4583–4606. https://doi.org/10.1007/s10639-024-12999-z

Tonioka, N. H., Sutopo, Y., Ellianawati, E., Avrilianda, D., & Kurniawan, Y. (2025). Systematic literature review: the implementation of gamification in mathematics learning at primary schools. Journal of Innovation and Research in Primary Education, 4(4), 2764–2774. https://doi.org/10.56916/jirpe.v4i4.1877

Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: a literature review. In International Review of Education (Vol. 71, Issue 3). Springer Netherlands. https://doi.org/10.1007/s11159-024-10111-8

Yarsasi, S., Tahyudin, I., & Hariguna, T. (2025). Analysis of validity and reliability of questionnaires using partial least squares structural equation modeling method on SMARTPLS application. Jurnal Pendidikan Dan Teknologi Indonesia, 5(7), 1905–1913. https://doi.org/10.52436/1.jpti.885

Yusri, A. A., & Zainal, M. Z. (2025). Unleashing gamification: a systematic review in primary schools. Journal of Education and Learning, 19(4), 2313–2321. https://doi.org/10.11591/edulearn.v19i4.22009

Zhao, Y., Llorente, A. M. P., & Gomez, M. C. S. (2021). Digital competence in higher education research: a systematic literature review. Computers & Education Journal, 168, 1–14. https://doi.org/10.1016/j.compedu.2021.104212

Downloads

Published

2026-06-01

How to Cite

Amir, H. S., & Dhanasekaran, P. (2026). Practicality of Gamification-Based VPDLS Media and Its Association with Elementary School Students’ Digital Numeracy Achievement. LEOTECH: Journal of Learning Education and Technology, 3(1), 20–34. https://doi.org/10.70152/leotech.v3i1.338