APPLICATION OF TRADITIONAL DAKON GAMES TOWARDS UNDERSTANDING MATHEMATICAL CONCEPTS IN THIRD-GRADE ELEMENTARY SCHOOL STUDENTS

This research aims to determine the extent to which the traditional dakon game is applied to understanding mathematical concepts in class III students at SD 3 Padurenan. The research method used in this research is a quantitative quasi-experiment one group pretest-posttest design, with a sample size of 22 class III students at SD 3 Padurenan. The research instrument used was in the form of 10 questions. The data analysis technique uses the N-Gain Test. The average N-Gain Score value was 0.68, where the average value was greater than 0.3 and less than 0.7, so it was in the "Medium" category in the division of N-Gain Score in increasing understanding of mathematical concepts. Then the average value obtained by N-Gain Percent is 68%, where the value is between 56-75, meaning "Quite Effective". The results of the N-Gain Test showed an increase in the pretest and posttest scores of class III students at SD 3 Padurenan using dakon media in students' understanding of Mathematics concepts. These findings suggest that the dakon game can be quite effective alternative for enhancing students' understanding of mathematical concepts while supporting innovation in teaching methods.

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Publication Details

Journal
Jurnal Prinsip Pendidikan Matematika
Published
2024-11-30
DOI
https://doi.org/10.33578/prinsip.v7i2.282
Primary Topic
Child Development and Education
Type
article
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article

APPLICATION OF TRADITIONAL DAKON GAMES TOWARDS UNDERSTANDING MATHEMATICAL CONCEPTS IN THIRD-GRADE ELEMENTARY SCHOOL STUDENTS

Diana Ermawati, Much Arsyad Fardani, Syaffruddin Kuryanto
Jurnal Prinsip Pendidikan Matematika
Child Development and Education
article

APPLICATION OF TRADITIONAL DAKON GAMES TOWARDS UNDERSTANDING MATHEMATICAL CONCEPTS IN THIRD-GRADE ELEMENTARY SCHOOL STUDENTS

Diana Ermawati, Much Arsyad Fardani, Syaffruddin Kuryanto
article en

Abstract

This research aims to determine the extent to which the traditional dakon game is applied to understanding mathematical concepts in class III students at SD 3 Padurenan. The research method used in this research is a quantitative quasi-experiment one group pretest-posttest design, with a sample size of 22 class III students at SD 3 Padurenan. The research instrument used was in the form of 10 questions. The data analysis technique uses the N-Gain Test. The average N-Gain Score value was 0.68, where the average value was greater than 0.3 and less than 0.7, so it was in the "Medium" category in the division of N-Gain Score in increasing understanding of mathematical concepts. Then the average value obtained by N-Gain Percent is 68%, where the value is between 56-75, meaning "Quite Effective". The results of the N-Gain Test showed an increase in the pretest and posttest scores of class III students at SD 3 Padurenan using dakon media in students' understanding of Mathematics concepts. These findings suggest that the dakon game can be quite effective alternative for enhancing students' understanding of mathematical concepts while supporting innovation in teaching methods.

Jurnal Prinsip Pendidikan MatematikaVol. 7(2)
Openalex Percentile: Top 59%
Child Development and Education
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APPLICATION OF TRADITIONAL DAKON GAMES TOWARDS UNDERSTANDING MATHEMATICAL CONCEPTS IN THIRD-GRADE ELEMENTARY SCHOOL STUDENTS — Diana Ermawati, Much Arsyad Fardani, et al. · Jurnal Prinsip Pendidikan Matematika (2024) | TGRS Research Map | TGRS