Implementation of Engklek Game Media Using Deep Learning Approach to Improve Understanding of Mathematics Concepts
- DOI
- 10.2991/978-2-38476-525-6_15How to use a DOI?
- Keywords
- Classroom Action Research; Deep Learning Approach; Engklek Game; Mathematical Concept
- Abstract
This study aims to evaluate the effectiveness of a traditional engklek game media integrated with a Deep Learning approach in improving fifth-grade students’ understanding of mathematical concepts at Argosari 02 Elementary School in Lumajang. The background of the study lies in the students’ low ability to comprehend mathematics meaningfully and connect it to real-life experiences, as well as the dominance of conventional, teacher-centered learning methods. The research employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, conducted in two cycles. Each cycle included planning, action, observation, and reflection, incorporating the principles of mindful, joyful, and meaningful learning through a modified engklek game equipped with mission-based math tasks. The results indicated a significant improvement in conceptual understanding, with the mastery level increasing from 37.5% in the first cycle to 81.25% in the second cycle, and the average class score rising from 68.75% to 79.17%. The findings imply that culturally rooted, game-based learning media, when pedagogically structured, can foster active, contextual, and enjoyable learning experiences while aligning with the learner-centered goals of the Merdeka Curriculum and enhancing students’ critical and reflective thinking skills.
- Copyright
- © 2025 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Sandha Soemantri AU - Sayyidati Marlinda Yunita PY - 2025 DA - 2025/12/31 TI - Implementation of Engklek Game Media Using Deep Learning Approach to Improve Understanding of Mathematics Concepts BT - Proceedings of International Conference on Neuroscience and Learning Technology (ICONSATIN 2025) PB - Atlantis Press SP - 137 EP - 149 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-525-6_15 DO - 10.2991/978-2-38476-525-6_15 ID - Soemantri2025 ER -