Design of an Android-Based Educational Game Using the Extreme Programming (XP) Method to Increase Learning Interest in Mathematics (Case Study of Grades IV and V at SDN 159 Rantau Bidaro)

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Abstract

SDN 159 Rantau Bidaro faces a persistent problem of low learning interest among its fourth- and fifth-grade students in mathematics, an issue rooted in a teaching approach that still relies on textbooks and whiteboards without any interactive supporting media. This study sets out to design and build an Android-based educational game named “Jelajah Matematika” as an alternative mathematics learning medium for both grade levels, following the stages of the Extreme Programming (XP) framework, namely planning, design, coding, testing, and release and feedback. The game was built using Construct 3, paired with GamePush for its leaderboard service and Google Spreadsheet together with Google Apps Script for recording score recaps. Core features embedded in the application include name-and-class input, grade-appropriate arithmetic materials, multiple-choice quizzes complete with explanations, an Endless Game mode built around catching answer balloons, automatic score calculation, and an online leaderboard. Functional testing under the black-box approach covered eight core features across 20 scenarios, all of which passed without failure (“Good”). A field trial involving 24 students (14 fourth-graders and 10 fifth-graders) recorded an average game score of 86.43 for fourth grade and 93.00 for fifth grade. With these results, the educational game is expected to serve as an interactive and enjoyable mathematics learning medium, while offering an early indication of increased student interest in learning mathematics.

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Design of an Android-Based Educational Game Using the Extreme Programming (XP) Method to Increase Learning Interest in Mathematics (Case Study of Grades IV and V at SDN 159 Rantau Bidaro). (2026). Digital Research Transformation, 2(2), 207-215. https://doi.org/10.70308/5de86w52

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