The effect of the teams games tournament (TGT) cooperative learning model assisted by mathcards on students’ mathematical problem-solving ability

This study examined whether a Mathcard-assisted Teams Games Tournament (TGT) model develops students’ mathematical problem-solving ability more effectively than direct instruction, and which components of problem solving it reaches. A quasi-experimental pretest–posttest control group design was used with Grade X students at SMK Yayasan Pendidikan 17 Magelang. Cluster random sampling by lottery selected two intact classes totaling 27 students: 14 in Grade X AKL 1 as the experimental group and 13 in Grade X AKL 2 as the control group. The intervention ran for four meetings of 2 × 45 minutes on sequences and series. Because intact classes were used, initial equivalence was tested through normality, homogeneity and independent samples t-tests on pretest scores. Data were collected through interviews, observations and a mathematical problem-solving test scored on Polya’s four phases. Classical mastery was tested with a proportion test (individual score ≥ 70; classical criterion ≥ 80% of students) and group differences with an independent samples t-test at the 5% level. The experimental class reached 100% classical mastery, whereas the control class reached only 53.85%. The experimental group scored significantly higher (t = 2.144 > 1.708, p < 0.05), with a mean difference of 9.78 points and a large effect size (Cohen’s d = 0.83). Disaggregated by phase, the groups differed only marginally in understanding the problem (98% versus 97%) and devising a plan (100% versus 99%), differed substantially in carrying out the plan (95% versus 79%), and both remained weak in looking back (48% versus 36%). Read through Polya’s phases together with Schoenfeld’s framework, the Mathcard-assisted TGT environment was associated particularly with stronger enactment of solution strategies, while producing minimal differences in problem interpretation and planning and leaving substantial difficulty in reflective evaluation. Cooperative, game-based structures alone appear insufficient for developing metacognitive problem-solving practices.

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Journal
UNION Jurnal Ilmiah Pendidikan Matematika
Published
2026-11-09
DOI
https://doi.org/10.30738/union.v14i4.22703
Primary Topic
Mathematics Education and Pedagogy
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article
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article

The effect of the teams games tournament (TGT) cooperative learning model assisted by mathcards on students’ mathematical problem-solving ability

Fadhilah Rahmawati, Gaya Jayakody, Zuida Ratih Hendrastuti, Wulan Indah Triani
UNION Jurnal Ilmiah Pendidikan Matematika
Mathematics Education and Pedagogy
article

The effect of the teams games tournament (TGT) cooperative learning model assisted by mathcards on students’ mathematical problem-solving ability

Fadhilah Rahmawati, Gaya Jayakody, Zuida Ratih Hendrastuti, Wulan Indah Triani
article en

Abstract

This study examined whether a Mathcard-assisted Teams Games Tournament (TGT) model develops students’ mathematical problem-solving ability more effectively than direct instruction, and which components of problem solving it reaches. A quasi-experimental pretest–posttest control group design was used with Grade X students at SMK Yayasan Pendidikan 17 Magelang. Cluster random sampling by lottery selected two intact classes totaling 27 students: 14 in Grade X AKL 1 as the experimental group and 13 in Grade X AKL 2 as the control group. The intervention ran for four meetings of 2 × 45 minutes on sequences and series. Because intact classes were used, initial equivalence was tested through normality, homogeneity and independent samples t-tests on pretest scores. Data were collected through interviews, observations and a mathematical problem-solving test scored on Polya’s four phases. Classical mastery was tested with a proportion test (individual score ≥ 70; classical criterion ≥ 80% of students) and group differences with an independent samples t-test at the 5% level. The experimental class reached 100% classical mastery, whereas the control class reached only 53.85%. The experimental group scored significantly higher (t = 2.144 > 1.708, p < 0.05), with a mean difference of 9.78 points and a large effect size (Cohen’s d = 0.83). Disaggregated by phase, the groups differed only marginally in understanding the problem (98% versus 97%) and devising a plan (100% versus 99%), differed substantially in carrying out the plan (95% versus 79%), and both remained weak in looking back (48% versus 36%). Read through Polya’s phases together with Schoenfeld’s framework, the Mathcard-assisted TGT environment was associated particularly with stronger enactment of solution strategies, while producing minimal differences in problem interpretation and planning and leaving substantial difficulty in reflective evaluation. Cooperative, game-based structures alone appear insufficient for developing metacognitive problem-solving practices.

UNION Jurnal Ilmiah Pendidikan MatematikaVol. 14(4)
University of Sri Jayewardenepura (LK), Universitas Tidar (ID)
Mathematics Education and Pedagogy
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