Abstract

Learning mathematics in Indonesia today has not given the expected results, it is not better when compared to other countries. If a student is active and able to count quickly and carefully in mathematics, then the student will indirectly be easier to solve problems either in mathematics itself or applied in everyday life. The average educator has not used interesting media to improve children’s numeracy skills, there are often difficulties in students’ mathematics learning. Many research contributions are directed at taking advantage of the success of video games and using them to benefit from the education domain. The concept of learning in this research is carried out by utilizing the development of information and communication technology through interesting mathematical game applications through web-based learning. The game is developed using scratch by MIT so that the development process is less time consuming and easier. The game is in form of the quiz that makes students utilize their mathematical skills to get rewards. In that way, the competitiveness of the students also increases at the same time with their numeric ability. This learning has an appropriate value to be a breakthrough to balance current technological developments and improve students’ numerical ability. Because of the mathematics games has a rewards system, it is interesting for students to learn math.

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