Teaching Probability using Snakes and Ladders Games in Middle
School
Ririn Suparti Kurnianingsih
1
, Ratu Ilma Indra Putri
1
and Yusuf Hartono
1
1
Mathematics Education Department, Universitas Sriwijaya, Palembang, Indonesia
Keywords: Probability, Snakes and Ladders Games, PMRI, Design Research.
Abstract: This study aimed to support students’ understanding in probability using snake and ladders’ game as context.
We used design research as approach then designed three learning activities using Pendidikan Matematika
Realistics Indonesia (PMRI), a Hyphotetical Learning Trajectory (HLT) was develop and a set of activities
using snake and ladders game as context. There are 33 students of SMPN 55 Palembang were participated in
teaching experiment. The theoretical development is driven by an iterative process of designing instructional
activities, performing teaching experiments and conducting retrospective analysis in order to contribute to
Local Instruction Theory (LIT) to support students’ problems solving on probability. Retrospective analysis
of teaching experiment showed that using snakes and ladders game context can support students
understanding on the Probability materials.
1 INTRODUCTION
Probability is a sub-topic of the discussion of the
mathematical sciences of probability and statistics
(Sina, 2011). Probabilities represent real-life
mathematics and students need to explore the process
of probability, probabilities also relate to many
subjects in mathematics, especially counting and
geometry (Taylor, 2010). De Walle (2008) also states
that the concepts of realistic probabilities require a lot
of development before children are ready to build
formal ideas about the probability of future events. It
is expected to occur when children consider and
discuss with their peers.
The use of general context also influences
students' difficulties in developing correct intuition
about basic ideas about probabilities (Huerta, 2011;
Garfield and Ahlgren, 2006; Sharma, 2006; Azhar,
2011). Context is also closely related to students'
personalities such as traditional children's games
(Putri, 2010). The importance of using context in
learning materials should begin with situations
known to students (Putri, 2012). In this study, snake
and ladder games were chosen as context to help
students in learning probabilities. The snake and
ladder game provides an activity in which
probabilities and possibilities can become
experiences, in situations where the probability of an
event is not immediately known (Melrose, 2007).
According to Lalos, Lazarinis and Kanellopoulos
(2008) snake and ladder games are an educational
based game. In games, education is given through
practice or practical learning (learning by doing),
indirectly by educating humans through what they do
in the game (Purnanindya, 2012).
Pendidikan Matematika Realistik Indonesia
(PMRI) is a mathematical learning approach that can
be used in this learning. PMRI is an adaptation of
RME (Realistic Mathematics Education) which is a
learning approach that will lead students to
understand mathematical concepts by constructing
themselves through prior knowledge by discovering
the concepts themselves, so that student learning is
expected to be meaningful. In other words,
mathematics must be close to students and related to
everyday life, and also mathematics as human
activities so students must be given the opportunity to
do learning activities in every topic in mathematics
(Zulkardi & Putri, 2010; Putri, 2011). Students as
center in learning is expected to create a pleasant
atmosphere and the creation of activities and
creativity of students (Putri, 2009).
Based on the illustration, the researchers designed
the learning probability using snake and ladder games
using PMRI approach for the seventh grade students.
Then, it was designed by using Hypothetical Learning
Trajectory (HLT) which contains a series of activities
194
Suparti Kurnianingsih, R., Ilma Indra Putri, R. and Hartono, Y.
Teaching Probability using Snakes and Ladders Games in Middle School.
DOI: 10.5220/0009995000002499
In Proceedings of the 3rd Sriwijaya University International Conference on Learning and Education (SULE-IC 2018), pages 194-198
ISBN: 978-989-758-575-3
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
to help students understand probabilities. The purpose
of this research was to obtain the learning trajectory
in probability learning using snakes and ladders
games using PMRI approach and to determine the
role of snakes and ladders games in learning
probabilities.
2 LITERATURE REVIEW
2.1 Pendidikan Matematika Realistik
Indonesia (PMRI)
PMRI is an adaptation of Realistic Mathematics
Education (RME), a learning theory developed in the
Netherlands since the 1970s by Hans Freudhental.
Two important views from Freudenthal are: (1)
mathematics must be connected with reality and (2)
mathematics as human activity (Zulkardi & Putri,
2010). Gravemeijer (1994) states that the role of a
teacher must change from a validator (stating whether
the student's work and answers are right or wrong),
being a person who acts as a mentor who appreciates
each student's contribution (work). The main
principles of PMRI are as follows (Gravemeijer,
1994; Zulkardi, 2002; Zulkardi & Putri, 2010):
a. Guided reinvention and progressive
mathematizing
Guided discovery and progressive mathematics
can mean that students are given the opportunity
to experience the same process when mathematics
is found. The teacher guides students to move
from one level to another level of mathematical
thinking.
b. Didactical phenomenology
Situations that contain the phenomena that are
used as material and application areas in teaching
mathematics must depart from the real conditions
of students before reaching the formal
mathematics level.
c. Self-developed models
The principle of model development has a very
important role for students. The role of the
principle of the development of the model itself is
to bridge students from real or concrete situations
to abstract situations, or from the informal stage
to the formal stage of mathematics. This means
that students make their own models in solving
problems from situations that are close to the
nature of students, for example the use of the
context of snakes and ladders games that are
involved in learning mathematics to find concepts
in the material probabilities for an event.
The principles of PMRI above can be explained
more broadly through their characteristics. The five
characteristics of PMRI (Zulkardi, 2002; Zulkardi,
2005; Zulkardi & Putri, 2010): (1) Use of contexts for
phenomenologist exploration. (2) Use of models for
mathematical concept construction'. (3) Use of
students' creations and contributions. (4)
Interactivity. (5) Intertwining mathematics concepts,
aspects, and units.
2.2 Probability
There are 4 competencies in the subject matter of
probability, namely: understanding randomness,
sample space, comparing and measuring
probabilities, and understanding correlations or
relationships between events (Bryant & Nunes,
2012). According to Coladarci (2011: 175),
probability theory is the possibility of certain events
occurring. The possibility of the emergence of the
front side of throwing a coin as much as once is 0.5.
Because there are only two possible outcomes when
throwing a coin. Thus an probability is a comparison
that is between 0-1 denoted by p. The chance of an
event A is the result of the number of sample points
for event A with the number of members of the event
sample room A, formulated as Equation (1).
𝑃𝐴 𝑛𝐴/𝑛𝑆 (1)
2.3 Snakes and Ladders Games
The snakes and ladders games is a board game for
kids that is played by two or more people. The board
of snakes and ladders is divided into small boxes and
some boxes are drawn by a number of "ladders" or
"snakes" that connect them to other boxes (Yumarlin,
2013). The snakes and ladders games is played on a
board with a 10x10 grid, a sequence number in a
zigzag pattern from 1 (beginning, in the lower left
corner) to 100 (end, in the top left corner). At various
locations on the board are snakes and ladders placed,
each or connecting a pair of boxes. All players start
outside the board and take turns rolling the dice and
moving according to the dice that appears. If the
settlement moves at the foot of the ladder, then go
straight up. Also, if you move above the snake's head,
you are forced to slide to the snake's tail to the
previous square. there is no consequence of landing
on a ladder or snake tail. Snakes and stairs are one
way of mathematical parts, this is called a directed
graph. The first players to reach the 100 box win
(Berry, 2012; Connors & Glass, 2014). This game
was created in 1870. There is no standard board game
in snakes and ladders, so everyone can create the
Teaching Probability using Snakes and Ladders Games in Middle School
195
board size of a snakes and ladders games, with the
number of boxes, snakes and stairs as desired
(Yumarlin, 2013).
The game of snakes and ladders provides an
activity in which opportunities and possibilities can
be experiences, in situations where the probability of
events is not immediately clear (Melrose, 2007). In
the snakes and ladders games, students can use game
boards and dice to determine opportunities. On board
games there are snakes and ladders, and dice that can
provide experience of opportunities and possibilities
in opportunities. This game is an interesting
application of pure mathematical works (Melrose,
2007).
3 METHODOLOGY
In this study, researchers used design research
methods. Design research aims to develop Local
Instructional Theory (LIT) in collaboration with
researchers and teachers to improve the quality of
learning (Gravemeijer and van Eerde, 2009).
According to Gravemeijer and Cobb (2006: 19-43),
the design and development process in design
research includes three stages, namely: preparing for
the experiment, design experiment, and retrospective
analysis.
The cyclic process in the design research is carried
out to get the learning trajectory. The learning
trajectory is the result of the revision of the learning
design that was tested on the material under study.
This research was carried out in class VII of SMP N
55 Palembang, the first cycle was carried out with 6
students, and in the second cycle with 33 students.
Data collection was done through several things such
as based on the results of the pre-test and post-test,
observation, video recording, student work and
interviews were analyzed to improve HLT. Then the
designed HLT is compared with the actual learning
path of students to do retrospective analysis. Analysis
is carried out by researchers and mentors to improve
their reliability and validity.
4 RESULT AND DISCUSSION
This learning was designed to produce learning
trajectory using snakes and ladders games by PMRI
approach to help students understand probabilities
and to determine the role of snakes and ladders games
in probabilities learning. We will discuss the results
of experimental learning in the second cycle
involving 33 students.
Activity 1: Using Tables, Tree Diagrams,
Registering, and Cartesian Diagrams (Determining
how to present all the events that occur and the chance
of an event).
The learning process begins the same as with
previous meetings, greetings, checking student
attendance and apperception. Apperception is done
by interacting between the model teacher and students
through several questions posed by the model teacher
regarding previous learning. Followed by the teacher
conveying the learning objectives and providing
motivation in learning the material today. Students sit
based on groups that have been formed before. Before
starting a group discussion, students are asked to pay
attention to the learning video first, after which the
teacher informs them that the time given for
discussion is 40 minutes. Furthermore students are
welcome to start with their respective groups.
Activity 1, learning was starts with students
reading the problem and writing down the
information needed from the problem. Students are
given several ways to present the sample space. So
students can choose how to present a sample space
which they think is easy for them to understand.
There are 4 ways to present the sample space, namely:
how to register, using tables, tree diagrams and
cartesian diagrams. Then the students play a snake
ladder game that is found in activity 1, in this activity
students are asked to determine the sample space
between the snake and ladder game boards.
Figure 1: Board game for snakes and ladders in activity 1.
After the game is finished, students read the
problem first and continue by writing down some
information about the problem. This activity aims to
direct students to determine Probabilities for an event.
First the students write down the number of
possibilities of the dice and the snakes and ladder
game board. Then students can determine the overall
value by multiplying the number of steps in the
snakes and ladder game board (36) with the number
of dice (6). Next the students compare the number of
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stairs in the snakes and ladder game board with the
many steps in the game board. Then students make
conclusions about the probability of an event.
Figure 2: Conclusion of student activity 1.
Based on the students' answers to the conclusions
(Figure 2), it can be seen that students begin to get
used to drawing conclusions, even though only by
using words they understand. Students already
understand how to determine the probability of an
event and its application. This can be seen through
additional
questions given at the end of activity 1
(Figure 3).
Figure 3: Student answers about additional activities 1.
Observer: Where did you get 3/10?
Students: 3 are chocolate-book, continue to compare
with all of them 5 candies, 3 chocolates
and 2 wafers added to 10. So it can be 3/10
or 0.3.
From Figure 3, students mistakenly determine the
sample space. So that the amount of candy, chocolate
and wafers should be added, but in their answers
multiplying to get the sample space. Although the
answer is wrong, it can be seen in the picture that
students understand in determining the probability of
an event. The following are the students' answers to
the last problem in activity 1. Each group can finish
correctly.
5 CONCLUSSION
Based on the results of research and discussion, it can
be concluded that the learning trajectory which was
obtained in this study is students can use the
multiplication method in determining the number of
samples. Then students determine the probability of
an event through snake and ladder games. In addition,
the results showed that the use of snakes and ladders
games in learning probability materials have a role to
help students in comprehening the probabilities.
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