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This study aimed to develop an edugame-based assessment for mathematics learning on addition and subtraction of whole numbers up to 1,000 for fourth-grade elementary school students and to examine its validity, practicality, and changes in students’ learning outcomes after implementation. The study employed Research and Development (R&D) using the ADDIE model. The product was developed using the Zep Quiz platform by integrating gamification elements, contextual story problems, visual illustrations, and interactive features. The study involved 12 fourth-grade students of SDN 1 Jambesari, Poncokusumo, Malang Regency. Data were collected through expert validation questionnaires, teacher and student response questionnaires, and learning outcome tests. The validity score was 4.76, categorized as highly valid, while the practicality score was 4.76, categorized as highly practical. Students’ mean learning outcome score increased from 78 before implementation to 90 after implementation, with an N-Gain of 0.625, categorized as moderate. These results indicate an increase in students’ learning outcomes after implementation. However, because the trial involved a small sample from one school and did not include a control group, the improvement should not be interpreted as evidence of a causal effect of the product. The developed assessment, therefore, provides a valid and practical digital assessment alternative, while its contribution to learning outcomes requires further investigation using larger and controlled studies.
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Qilmi et al. (2026) studied this question.
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