“…Based on student responses, it showed that smartphones have a very big opportunity to support learning activities, through integration between learning media in games in particular, this is because the majority of smartphone use by students is used to play games (76.7%), so from interest in playing games can be diverted towards more useful activities, even though they both play games (Al Fatta et al, 2018;Wardoyo et al, 2021). This student response certainly cannot be separated from the characteristics of cognitive development according their social, psychology stage (Hatip & Setiawan, 2021), some research also shows that many school students who are in elementary school like games (Edmonds & Smith, 2017;Anastasiadis et al, 2018), which makes teachers then try to innovate by integrating the use of smartphones into learning activities (Nisa et al, 2020 ;Sinaga et al, 2019), they even specifically deliver material through game activities and media with game formats (Sulistio & Qohar, 2020;Agustini et al, 2020;Partovi & Razavi, 2019).…”