Digital Game-Based Learning for Addition and Its Effect on Student Achievement: A Case Study at SMK Negeri 2 Sekayu
Keywords:
Educational Game, Microsoft PowerPoint, Interactive Learning, Learning Outcomes, Vocational SchoolAbstract
The advancement of digital technology has encouraged innovations in the educational field, particularly through interactive media that can improve students’ interest and learning outcomes. One of the most accessible and widely used tools is Microsoft PowerPoint, which is not only suitable for presentations but can also be adapted into educational games. This study was conducted at SMK Negeri 2 Sekayu with the purpose of examining the effectiveness of digitized addition games in enhancing students’ understanding of basic arithmetic operations. A quantitative method with a one-group pretest-posttest experimental design was applied. Twenty students participated in the training, which consisted of an initial test, material delivery, game development practice, and a final test. Data were analyzed using a paired sample t-test, and the results revealed a significant improvement in students’ scores, increasing from 40.00 in the pretest to 68.00 in the posttest, with a significance value of 0.000 (<0.05). These findings indicate that the integration of educational games created with PowerPoint positively influences students’ comprehension, motivation, and digital skills. Therefore, the application of simple interactive games in vocational education is recommended as an innovative approach to simultaneously strengthen digital literacy and improve academic achievement.