

The analysis results found that each student can raise the level of the game if they can solve the given scientific problem.

Researchers use journals, both national and international journals, as the main reference source in conducting research. This study uses qualitative research on review articles sourced from journals and books. In science learning, educational games are presented in quizzes or games. Learning science by presenting a new system in educational games turns out to have its nuances. Students usually consider learning science unattractive because it involves thinking and counting processes. This paper is here to provide an overview of the importance of educational games in science learning. Educational games in science learning give a different nuance to the learning process-this distinction is formed in a system that can attract students' interest and attention. Educational games have exciting features that make students more interested in learning, especially science. Educational games are one of the learning technology instruments to support student interest. Many learning technologies have emerged in education, often called educational games, along with technological development. However, this integration presupposes the proper planning by the teacher and the dedication of appropriate time both for the preparation of students for the activity, and for the installation of the necessary applications in the devices. The findings of the study show that the integration of students' smart mobile devices in the performance of physics experiments in the classroom or in the school lab is possible without posing particular problems. The worksheets, the evaluation sheets, and the experimental data emailed by each pair constituted the data of the present study. Two researchers monitored each pair individually, and recorded scores and comments on evaluation sheets. During the implementation, each pair completed the steps on a worksheet. The sample consisted of fifty-two 16-year-old students (10th grade), who were divided into 26 pairs and asked to perform an experiment using their smartphones for measuring, processing and saving data, and then to email the data file to the researchers. The research was conducted in a local secondary school in Athens, Greece. This study seeks to answer the question of how effectively students can use their smartphones as tools for measuring and processing data when they perform physics experiments. Further references on digital application media to assist learning are also needed considering the dynamic development of technology.

Further research is suggested that it can be tried to use other materials with other types of rigid bodies to find the moment of inertia. This is highly recommended for distance learning during the pandemic so that mastery of concepts is maximized. This research can be used as a teacher reference in teaching the topic of moments of inertia in physics learning at school. From the experiment, the result of the moment of inertia value from data processing is 4.89 x 10-4kg.m2, 9.82 x 10-4kg.m2, 12.4 x10-4kg.m2. The tools and material used area 1-meter longboard, three hollow cylinders with different radius sizes but the same mass, smartphone, laptop, caliper, and balance.The experiment of rolling motion on a hollow cylinder on an inclined plane is assisted by data processing in a Phyphoxapplication. This study aims to analyze the value of the moment of inertia with variations in the radius of the hollow cylinder using the Phyphox Application (Physical Phone Experiment). Experiments have been carried out on determining the value of the moment of inertia of a hollow cylinder.
