Indonesian research validates oodlü-supported interactive maths game for primary fractions learning

We are pleased to share another independent education research project involving oodlü.

A 2021 paper by Dhita Seftiana and Berliyan Arsy Delia from Universitas Negeri Surabaya explored the feasibility of using animated video and interactive game-based learning media for teaching simple fractions to Grade 3 elementary school students. The study was published in Edustream: Jurnal Pendidikan Dasar.

The research focused on a common classroom challenge: many young students find mathematics difficult, intimidating or uninteresting, especially when learning topics such as fractions. The authors argued that more varied and engaging learning media can help make mathematical concepts feel easier, more accessible and more enjoyable for children.

To address this, the researchers designed a learning resource that combined animated video created with Powtoon and an interactive game created using the oodlü website. The media was developed using the ASSURE model, a framework for planning learning that considers learner characteristics, objectives, media selection, learner participation, evaluation and revision.

The role of oodlü in the project was to provide the interactive game element. The researchers chose a game-based approach because they believed it could reduce boredom during evaluation activities and allow students to learn while also playing. In the paper, they describe the combination of video, audio, images and games as a way to support different learning styles and make the learning experience more attractive.

The results were positive. The media was validated by both media and subject-matter experts. The animated video and interactive game media received a strong feasibility rating from the media expert, while the mathematics content was also rated highly by the subject-matter expert. In the paper’s conclusion, the authors report that the learning media achieved 87% from the material expert and 86.5% from the media expert, both falling within the “Sangat Baik” or “Very Good” category.

It is important to note that this was a feasibility and validation study, rather than a large-scale classroom impact trial. The paper does not prove that oodlü directly caused improved test scores. What it does show is that researchers considered an oodlü-based interactive game to be a suitable and valuable part of a multimedia learning resource for teaching simple fractions.

For us, this is meaningful because it reflects one of oodlü’s core strengths: helping teachers and researchers turn curriculum content into more engaging learning experiences. In this case, oodlü was used not as a replacement for teaching, but as one part of a wider instructional design combining explanation, visual media, interaction and play.

We would like to thank Dhita Seftiana, Berliyan Arsy Delia, Universitas Negeri Surabaya, and Edustream: Jurnal Pendidikan Dasar for including oodlü in this work.

It is always encouraging to see oodlü used in research that aims to make learning more accessible, especially in subjects that children can sometimes find difficult. Fractions are a foundational part of mathematics, and studies like this show how thoughtful digital media can help teachers present challenging ideas in a more engaging and child-friendly way.

Research cited:
Seftiana, D. & Delia, B. A. (2021). Analisis Kelayakan Media Pembelajaran Video Animasi Berbasis Powtoon dan Game Interaktif Menggunakan Website Oodlu Materi Pecahan Sederhana Kelas 3 Sekolah Dasar. Edustream: Jurnal Pendidikan Dasar, 5(1), 51–59.

Download the paper

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