Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning


  • Ahmad Fairuzabadi Brawijaya University
  • Herman Tolle Brawijaya University
  • Fitra A Bachtiar Brawijaya University
  • Ahmad Afif Supianto Brawijaya University



Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).


Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., … Pereira, J.: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers and Education, 94, 178–192. (2016)

Brown, T.M., Smith, T.R., Gabbard, J.L.: “Augmenting Mathematical Education for Minority Students,†vol. 94, no. 17, pp. 6229–6230. (2016)

Barreto, D., Vasconcelos, L., & Orey.: Motivation and learning engagement through playing math video games. Malaysian Journal of Learning and Instruction, 14(2), 1–21. (2017)

Xiao, Z., Yao, Y., & Fu, W.-T.: Cubicle: An Adaptive Educational Gaming Platform for Training Spatial Visualization Skills. Proceedings of the 23rd International Conference on Intelligent User Interfaces Companion - IUI’18, 1–2. (2018)

Liao, Y. T., Yu, C. H., & Wu, C. C.: Learning geometry with augmented reality to enhance spatial ability. Proceedings - 2015 International Conference on Learning and Teaching in Computing and Engineering, LaTiCE 2015, 221–222. (2015)

Le, H. Q., & Kim, J. I.: An augmented reality application with hand gestures for learning 3D geometry. 2017 IEEE International Conference on Big Data and Smart Computing, BigComp 2017, 34–41. (2017)

Xiao, Z., Yao, Y., & Fu, W.-T.: Cubicle: An Adaptive Educational Gaming Platform for Training Spatial Visualization Skills. Proceedings of the 23rd International Conference on Intelligent User Interfaces Companion - IUI’18, 1–2. (2018)

Jabbar, A.I.A., and Felicia, P.: “Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review,†Rev. Educ. Res., vol. 85, no. 4, pp. 740–779. (2015)

Toda, A. M., Do Carmo, R. S., Campos, V., Da Silva, A. L., & Brancher, J. D.: Evaluation of SiGMa, an empiric study with Math teachers. Proceedings - Frontiers in Education Conference, FIE, 2014. (2015)

Brezovszky, B., McMullen, J., Veermans, K., Hannula-Sormunen, M. M., Rodríguez-Aflecht, G., Pongsakdi, N., … Lehtinen, E.: Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers and Education, 128(September 2018), 63–74. (2019)

Chen, H.-R., Liao, K.-C., & Chang, J.-J.: Design of digital game-based learning system for elementary mathematics problem solving. 2015 8th International Conference on Ubi-Media Computing (UMEDIA), 303–307. (2015)

Kiili, K., Moeller, K., & Ninaus, M.: Evaluating the effectiveness of a game-based rational number training - In-game metrics as learning indicators. Computers and Education, 120(February), 13–28. (2018)

Elena Núñez Castellar, Jan Van Looy, Arnaud Szmalec, L. de M.: Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes. Journal of the Medical Association of Thailand, 99(2), 175–181. (2016)

Purnama, J., Andrew, D., & Galinium, M.: Geometry learning tool for elementary school using augmented reality. Proceedings - International Conference on Industrial Automation, Information and Communications Technology, IAICT 2014, (August), 145–148. (2014)

Kiili, K., & Ketamo, H.: Evaluating Cognitive and Affective Outcomes of a Digital Game-Based Math Test. IEEE Transactions on Learning Technologies, 11(2), 255–263. (2018)

Young, J. C., Kristanda, M. B., & Hansun, S.: ARmatika: 3D game for arithmetic learning with Augmented Reality technology. 2016 International Conference on Informatics and Computing, ICIC 2016, (Icic), 355–360. (2017)

Vandercruysse, S., Ter Vrugte, J., De Jong, T., Wouters, P., Van Oostendorp, H., Verschaffel, L., … Elen, J. The effectiveness of a math game: The impact of integrating conceptual clarification as support. Computers in Human Behavior, 64, 21–33. (2016)

Maertens, M., Vandewaetere, M., Cornillie, F., & Desmet, P.: From pen-and-paper content to educational math game content for children: A transfer with added difficulty. International Journal of Child-Computer Interaction, 2(2), 85–92. (2014)

Syahidi, A. A., Supianto, A. A., & Tolle, H.: Design and Implementation of Bekantan Educational Game ( BEG ) as a Banjar Language Learning Media. International Journal of Interactive Mobile Technologies, 13(3), 108–124. (2019)

Kalmpourtzis, G.: Find the Jackalop: A Game Enhancing Young Children’s Spatial Thinking. CHI ’14 Ext. Abstr. Hum. Factors Comput. Syst., pp. 1165–1170. (2014)

Fairuzabadi, A., Supianto, A. A., & Tolle, H.: Analysis of Players’ Speed Thinking in Color Mix Game Application. International Journal of Interactive Mobile Technologies, 12(8), 113–122. (2018)

McCarthy, E., Tiu, M., & Li, L.: “Learning Math with Curious George and the Odd Squad: Transmedia in the Classroom,†Technol. Knowl. Learn., vol. 23, no. 2, pp. 223–246. (2018)

Trujillo, K., Chamberlin, B., Wiburg, K., & Armstrong, A.: “Measurement in Learning Games Evolution: Review of Methodologies Used in Determining Effectiveness of Math Snacks Games and Animations,†Technol. Knowl. Learn., vol. 21, no. 2, pp. 155–174. (2016)

Chang, M., Evans, M. A., Kim, S., Norton, A., Deater-Deckard, K., & Samur, Y.: “The effects of an educational video game on mathematical engagement,†Educ. Inf. Technol., vol. 21, no. 5, pp. 1283–1297. (2016)

Virvou, M., Katsionis, G., & Manos, K.: Combining Software Games with Education: Evaluation of its Educational Effectiveness. Educational Techology & Society, 8(2), 54–65. (2005)

Chen, H. R., Jian, C. H., Lin, W. S., Yang, P. C., & Chang, H. Y.: Design of digital game-based learning in elementary school mathematics. Proceedings - 2014 7th International Conference on Ubi-Media Computing and Workshops, U-MEDIA 2014, 322–325. (2014)

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M.: A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686. (2012)

Mawarni, E., Mulyani, B., & Yamtinah, S.: Penerapan Peer Tutoring Dilengkapi Animasi Macromedia Flash Dan Handout Untuk Meningkatkan Motivasi Berprestasi Dan Prestasi Belajar Siswa Kelas Xi Ipa 4 Sman 6 Surakarta Tahun Pelajaran 2013/2014 Pada Materi Kelarutan Dan Hasil Kali Kelarutan. Jurnal Pendidikan Kimia, 4(1), 29–37. (2015)

Kuznekoff, J. H., & Titsworth, S.: The Impact of Mobile Phone Usage on Student Learning. Communication Education, 62(3), 233–252. (2013)


NCTM: “Principle and Standards for School Mathematicâ€s. USA : NCTM. (2000)

Polya, George.: “How to Solve It: A New Aspect of Mathematical Method†(Second Edition). New Jersey: Princeton University Press. (1973)

Sauro, J., & Lewis, J., R.: “Quantifying the User Experience - Practical Statistics for User Research 2nd Editionâ€. Elsevier Inc. (2016)

Wahono, R.S.: Aspek dan Kriteria Penilaian Media Pembelajaran. (2006)




How to Cite

Fairuzabadi, A., Tolle, H., Bachtiar, F. A., & Supianto, A. A. (2022). Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning. Journal of Information Technology and Computer Science, 7(1), 60–80.