Proceedings of International Conference on Neuroscience and Learning Technology (ICONSATIN 2025)

Implementation of Engklek Game Media Using Deep Learning Approach to Improve Understanding of Mathematics Concepts

Authors
Sandha Soemantri1, *, Sayyidati Marlinda Yunita2
1The Faculty of Teacher Training and Education, Universitas Muhammadiyah Surabaya, Surabaya, Indonesia
2Argosari 02 Elementary School, Lumajang, Indonesia
*Corresponding author. Email: sandha.pendmat@fkip.um-surabaya.ac.id
Corresponding Author
Sandha Soemantri
Available Online 31 December 2025.
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.

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Volume Title
Proceedings of International Conference on Neuroscience and Learning Technology (ICONSATIN 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
31 December 2025
ISBN
978-2-38476-525-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-525-6_15How to use a DOI?
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  -