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UPINCASE 2020 IOP Publishing
Journal of Physics: Conference Series 1823 (2021) 012019 doi:10.1088/1742-6596/1823/1/012019
Recreational Mathematics Activities to Enhance Students’
Mathematics Achievement and Learning Motivation
Ganung Anggraeni1 and Budiharti1
1Department of Elementary School Teacher Education, Faculty of Teacher Training
and Education, Universitas PGRI Yogyakarta
[email protected], [email protected]
Abstract. Recreational mathematics is an activity designed to make students happy to learn
and understand mathematical concepts. This study aimed to determine the effect of the
implementation of recreational mathematics on learning achievement and learning motivation
by implementing recreational mathematics, and to find out how the application of recreational
mathematics by grade 5 teachers of SD Negeri Bhayangkara Yogyakarta to foster a sense of
joy in learning among their students. This research is one group pretest-posttest design. The
research instrument used was a questionnaire, observation sheet, and test. This research shows
the effect of the implementation of recreational mathematics on learning achievement and
learning motivation significantly. This is based on the paired sample t-test for pretest and
posttest data; it can be seen that the sig value is 0.000, and the average posttest score is
97.8571, and the pretest is 82.8571. The paired sample t-test on the motivation value also
shows the sig value of 0.043, and the average final motivation value is 52.21, while the average
initial motivation value is 49.07. Furthermore, there are efforts from the teacher to be able to
implement recreational mathematics activities, namely the desire to develop other card games
through materials from researchers.
1. Introduction
By some students, mathematics as an unpleasant subject. Usually, considering mathematics as a
challenging and boring subject, students' motivation to learn mathematics is low. The lack of
motivation to learn mathematics occurs in grade 5 students at SD Negeri Bhayangkara Yogyakarta.
This lack of motivation is indicated by the achievement of many mathematics scores that have not
fulfilled the KKM. The assumption about the difficulty of learning mathematics often dominates
students' thinking so that many of them are less interested in learning mathematics, and students are
less motivated in learning mathematics.
The teacher's role is crucial in increasing student motivation. According to McCombs [1], learning
motivation is an internal ability that is naturally formed, which can be increased or maintained through
activities that provide support and opportunities to choose activities, give responsibility for controlling
the learning process, and provide useful and appropriate learning tasks. By necessity. Therefore,
learning will attract students' interest in presenting material through various methods and activities.
The use of the right method will also determine the effectiveness and efficiency of learning.
Mathematics learning needs to be done with a little lecture, use student-centered approaches, and
emphasize student interaction. The use of various methods will help students achieve their
mathematics learning goals. Also, according to Wong [2], a teacher's expertise is essential in
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UPINCASE 2020 IOP Publishing
Journal of Physics: Conference Series 1823 (2021) 012019 doi:10.1088/1742-6596/1823/1/012019
determining student achievement. Therefore, efforts should always be made to improve the quality of
mathematics to overcome security problems. Recreational mathematics is a fun activity that arouses
students' interest in learning and understanding mathematical concepts [3]. Recreational mathematics
is carried out for recreation (entertainment) rather than rigorous research and application-based
professional activity. Although it is not necessarily limited to being an endeavor for amateurs, many
topics in this field require no knowledge of advanced mathematics. According to Rowlett et al. [4],
recreational mathematics can improve math skills and increase students' interest in learning
mathematics.
Recreational mathematics is a fun part of learning. According to Mulyasa [5] fun mathematics is a
learning process where there is a close relationship between teachers and students without feeling
forced or under pressure. In other words, pleasant learning is a pattern of good relationships between
teachers and students in the learning process—the teacher positions himself. As a student learning
partner, even in certain situations, it does not rule out teachers' possibility of learning from their
students. This is possible because of the swift development of information technology results in
teachers not being able to access technological developments as quickly as students.
Recreational mathematics in this study is learning by using games. Oldfield [6] states that
mathematical games are activities that involve challenges (usually opponents are playing), there are
rules (when the game is over and when someone wins the game), and involves mathematical concepts.
Mousoulides, N and Sriraman, B [7] state that the math games used in learning must have precise
instructional and pedagogical purposes; also, this pedagogy should take into account peer interaction,
the role of teachers as facilitators, the use of technological tools, and the use of rich problem-solving
contexts. In the learning carried out, the game used is learning using fraction card games, where
students learn the addition of fractions using cards that can be played with friends or family members.
This study aims to determine the effect of the implementation of recreational mathematics on the
achievement of 5th-grade students of SD Negeri Bhayangkara Yogyakarta, to know the increase in
learning motivation of 5th-grade students of SD Negeri Bhayangkara Yogyakarta towards
mathematics, and to find out the efforts of the 5th-grade teachers of SD Negeri Bhayangkara
Yogyakarta to apply recreational mathematics for can foster a sense of pleasure learning mathematics
among students.
2. Method
This study uses an experimental research approach or experimental research. Kerlinger states the
definition of an experiment as a scientific study in which the researcher manipulates and controls one
or more independent variables and makes observations on the dependent variables to find variations
that appear along with manipulating these independent variables [8]. Further explained, the
manipulated variable is called the independent variable, and the variable whose effect will be seen is
called the dependent variable.
The researcher chose to use an experimental research approach because it intends to examine the
effect of a particular treatment on the symptoms of a specific group. The researcher will also see the
group results whether there are differences in results after the treatment. The research design was a
one-group pre-test & post-test design using a sample of 5th-grade students at SD Negeri Bhayangkara.
3. Result and Discussion
The pretest and posttest data were analyzed through the paired sample t-test, namely, to obtain the
results of the differences for each class. The results of the paired sample t-test analysis can be seen in
Table 1 below:
Table 1. Paired Sample T-test Pre and Posttest Results
Paired Sample t-test
T Sig
5.140 0.000
2
UPINCASE 2020 IOP Publishing
Journal of Physics: Conference Series 1823 (2021) 012019 doi:10.1088/1742-6596/1823/1/012019
Based on table 1 above, it is found that the test for differences in achievement between obtained a
significance value of 0.000, because the Sig. <0.05, it can be concluded that there is a difference,
meaning that there is a difference. This is also evidenced by the results of the acquisition of the mean
pretest score of 82.86 and the posttest score of 97.86, which means an increase in the value of
achievement.
The above results found that achievement increased after students received recreational
mathematics learning through fraction card games. In line with the results of the study, Yeh et al [9]
and Ashfaq [10] stated that achievement can be improved through learning by engaging in fun games
and learning. In card game learning that has been done involving collaboration between friends or
group members, this causes student learning achievement to increase. A study by Yen et al. [11] stated
that students' abilities improved significantly with collaborative play even though the student group
had a low initial ability.
The student learning motivation is also analyzed through descriptive statistics to see the average
increase and the paired sample t-test. The results of the analysis are as follows:
Table 2. Categorization of Early and Late Motivations
Interval Criteria Number of Criteria Interval
Early Late
Very High 4 9
High 10 5
Moderate 0 0
Law 0 0
In the initial conditions, most learning motivation levels were obtained in the high category, as
many as ten students, and the very high category as many as four students. It is different when students
have implemented recreational mathematics learning, where the level of student motivation has
increased. It is evident from the motivation level assessment results, where the majority have a very
high category, as many as 10 students and others in the high category. It can be concluded that the
existence of recreational mathematics learning can increase the level of student motivation to learn.
Descriptive analysis of the pretest and posttest for the control class and the experimental class as
listed below:
Table 3. Descriptive Statistics of Learning Motivation
Descriptive Value
Early Motivation Late Motivation
Mean SD Mean SD
49.07 4.57 52.21 3.58
Based on table 3 above, it is obtained that the initial student learning motivation assessment is
49.07 then after implementing recreational mathematics learning it increases to 52.21. It can be
concluded that the level of student motivation after participating in recreational mathematics learning
has increased, as evidenced by the acquisition of greater mean value when compared to conventional
learning.
Furthermore, the learning motivation data were also analyzed using the Paired Sample Test. The
results of the Paired Test are as follows:
Table 4. Results of Paired Sample t-test Pretest and Posttest
Paired Sample t-test
T Sig
2.248 0.043
3
UPINCASE 2020 IOP Publishing
Journal of Physics: Conference Series 1823 (2021) 012019 doi:10.1088/1742-6596/1823/1/012019
Based on table 4 above, it is obtained a test of the difference in learning motivation between before
treatment and after implementing recreational mathematics. From table 4, it can be seen that the Sig
value is obtained. 0.043, because the Sig value> 0.05, it can be concluded that there is a difference.
This means that there is a significant difference between final motivation and initial motivation. So it
can be concluded that learning motivation increases after participating in recreational mathematics
learning.
Recreational mathematics used in this study is learning through card games. The research results
found that motivation increased after students learned by using fraction card games. This is consistent
with Davies' research [12], which states that one of the advantages of using games is that they can
motivate students because students learn happily, without coercion, and enjoy learning. The research
results from Yusra and Saragih [13] also found that fun learning can increase student learning
motivation.
4. Conclusion
4.1 The influence of recreational mathematics approach to student achievement.
Through the paired sample test, the results of the pretest and posttest analysis showed a difference.
This result explains that there is an effect of recreational mathematics learning methods using game
cards.
4.2. Increasing Student Motivation with Recreational Mathematics Approach.
In terms of student learning motivation as measured through the form of learning motivation through
the paired sample test, it appears that there is a real difference between initial motivation and final
motivation, indicating an increase in student learning motivation. This definition is following the
understanding of motivation, according to Purwanto [14], which states that learning motivation is the
whole driving force in children that can generate enthusiasm or excitement in learning. By applying
interesting mathematics learning methods will have an impact on the motivation of students to learn.
Students who have high motivation will have an increased desire and desire to learn, as well.
4.3. The teacher's efforts to foster a sense of joy in learning mathematics in students.
Based on the teacher's observation form, it is stated that students enjoy learning to use recreational
mathematics activities, namely through the addition of the denominated fraction card game. During
the learning took place at home using a scenario prepared by the researcher and accompanied by the
teacher and observer, the results showed that they were seen to be more active and enthusiastic in
participating in mathematics learning. The recreational mathematics learning method uses card games.
Students are engaged in playing games and discussions in solving ongoing games. Students can learn
mathematics in a fun way through the game method, and students can move freely during the game.
This situation is following Ahmad Saefudin [15], opinion that the game method is a method used by
teachers to present lessons by creating a fun, serious, but relaxed atmosphere without neglecting the
lesson objectives to be achieved. The use of game card media in mathematics learning, according to
the teacher, is interesting to use in education, students are very enthusiastic about participating in each
learning process. Learning by using playing cards is a new experience for students because they can be
used to study at home and their family members. This is in accordance with the stated J.C. Jones [16],
when parents and other family members are involved in their children’s mathematical learning,
everyone benefits.
References
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10.1207/s15326985ep2602_4.
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UPINCASE 2020 IOP Publishing
Journal of Physics: Conference Series 1823 (2021) 012019 doi:10.1088/1742-6596/1823/1/012019
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