The Investment of Character Building of Elementary School
Students Through Mathematical Learning with Experiential
based on Game Strategy
Iesyah Rodliyah, Sari Saraswati and Nihayatus Sa’adah
Department of Mathematics Education, University of Hasyim Asy’ari, Jl. Irian Jaya 55 Tebuireng Tromol Pos IX
Tebuireng, Jombang, Indonesia
Keywords: Character, Math Learning, Experiential, Game.
Abstract: Silberman (2014) stated that initial experience as a child makes the game is a way to learn. Playing is an
important part of human development. Doing something while playing will be interesting if it presents a
challenge. Games that are centered on active participants can be used as an innovative and fun element in the
learning experience. This research aims to invest elementary students’ character building through
mathematics learning with experiential based game strategy. Meanwhile, character building is invested are
religious, honest, tolerant, discipline, hard work, creative, independent, curiosity, reading pleasure,
cooperation, and responsibility. This study is a part of a major research that has been partitioned into several
titles and used development research method. The Thiagarajan, Semmel and Semmel development model
introduced in 1974 is known as the 4-D model: defining, designing, developing, and disseminating. The
research subject was MI Al Asy'ari grade 4 as a trial class and SD Islam Makarimul Akhlaq grade 4. We used
qualitative research methods. This is used as a research procedure that produces descriptive data in the form
of written words and observable behavior. The results showed that mathematics learning with game-based
experiential strategy able to invest character building of elementary school students.
1 INTRODUCTION
One of the goals of national education as stated in
Article I of the National Education System Law of
2003 is about the formation of characters that contain
"develop the potential of learners to have intelligence,
personality and noble character." (Salafudin, 2013).
The importance of character building is expected to
provide awareness to the educators in order to build
the character of learners in every teaching and
learning activity both at school and at the university
as a means of behavior formation, enrichment of
individual, values by being a role model for learners.
Efforts to develop the character of the learner should
be optimized by the teacher or lecturer by integrating
character building in every learning process in class.
Because it is the biggest mission of national
education, it requires all educators to have a high
concern for the attitude, character, and moral of the
Indonesian. Based on the Indonesian dictionary, the
word "character" is defined as the nature of the human
mind that affects all thoughts and behaviors. It means
the character is related to moral strength, "positive"
connotation and not being neutral. Thus, people are
said to have character if he has a certain positive
moral qualities.
Rasiman and Pramasdyahsari (2014) said that
education builds character, implicitly implies to
establish behavioral character and pattern that are
based on or related to positive or good moral
dimensions, not negative or bad. Chapman (2011)
added that there were so much benefits and strengths
of character so that if character building in school
curriculum is properly implemented, it can make a
different world which means positively affect the
lives of all students involved.
Agboola and Tsai (2012) also showed that
essentially the goal of character building is to model
the characteristics of student’s good character.
Character building at the elementary level is one of
the earliest cultivation and character formation of
students because it is invested from an early age and
the students are also in development time. Character
building that is invested in learning mathematics in
510
Rodliyah, I., Saraswati, S. and Sa’adah, N.
The Investment of Character Building of Elementary School Students through Mathematical Learning with Experiential based on Game Strategy.
DOI: 10.5220/0008524605100516
In Proceedings of the International Conference on Mathematics and Islam (ICMIs 2018), pages 510-516
ISBN: 978-989-758-407-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
this research is religious, honest, tolerant, discipline,
hard work, creative, independent, curiosity, reading
pleasure, cooperation, and responsibility.
To optimize character building in school
curriculum especially on mathematics subject, there
needs to be integration between character building
and learning strategy in teaching and learning
activity. Its abstract nature makes the subject of
mathematics requires the right strategy to achieve the
desired goal. Henriksen and Mehta (2016) have said
that creativity is one of the most important and
desirable qualities of thinking to succeed in the
twenty-first century. Creative, inventive, and
collaborative thinking is a necessary tool for the
context of real-world mathematics. Appropriate
learning strategy to the context of real world
mathematics is experiential learning, a real-world
learning strategy that will be used as one of the
solutions in this research to build the character of
students especially elementary students. Game
learning is a main approach in experiential learning.
Learning games centered on active participants which
can be used as an innovative and fun element in the
learning experience. This strategy is not used solely
for wanting learners to rejoice during the process of
teaching and learning, but as a means to achieve the
goal (Silberman, 2014).
Based on the explanation above, the purpose of
this research is to describe the character building’s
investment through mathematics learning with
experiential learning strategy based on games for
elementary students. We hope, educators always
apply the character building in learning at the schools,
considering the development in this era of
globalization that many things happened in the world
of education, especially in elementary school.
2 METHOD
2.1 Research Location and Subject
Design research is a series of plans that will be
applied on the acquisition of information to be
generated This research was conducted at the Faculty
of Education, Mathematics Education Department,
University of Hasyim Asy 'Ari. The campus location
is located on Jl. Irian Jaya 55 Tebuireng Tromol Pos
IX Jombang. In addition, this research also involves
two other institutions namely MI Al Asy'ari Keras
Jombang and SD Islam Makarimul Akhlaq Jombang.
The population in this study were all fourth grade
students. Sampling in this research was taken through
random sampling technique (Sugiyono, 2010). The
implementation of random sampling technique is
done by drawing.
2.2 Research Design
Design research is a series of plans that will be
applied on the acquisition of information to be
generated based on research activities undertaken.
The design of this research can be described as
follows:
Figure 1: Research Design.
2.3 Data Collection and Data Analysis
Techniques
This research used qualitative research methods. It is
used as a research procedure that produces descriptive
data in the form of written words and observable
behavior. The data generated in this study is data in
the form of words from the subjects and informants
either in written or oral words. This research uses
qualitative research methods because data obtained
are data in the form of descriptive data that do not use
data in the form of numbers to explain the results of
research. The research method used in this research is
adapted to the main objective of the research is to
describe the character building through the learning
of mathematics with experiential learning strategy
based on the game of the students in elementary level.
Data analysis in this research is describing the
investing of character building through the learning
of mathematics with experiential learning strategy
based on the game of elementary students. The steps
The Investment of Character Building of Elementary School Students through Mathematical Learning with Experiential based on Game
Strategy
511
of data analysis are as follows: (1) Data reduction
(Reduce data means summarize, sort things out, focus
on things that are important, look for themes and
patterns and remove unnecessary. (2) Display data
(presents data in the form of matrices, Networks,
charts or graphs, so the researcher can control the data
and not drown with a stack of data) (3) Conclusion
and verification (Initial conclusions are temporary
and will change if no evidence is found strong support
at the data collection stage) (Sugiyono, 2010).
2.4 Data Validity Test
In qualitative research, the level of validity is more
emphasized on the data obtained. It means that the
confidence on data research results can be said to
have a significant influence on the success of a
research. Data validity can be obtained by conducting
credibility test to the data result in accordance with
the test procedure of data credibility in qualitative
research. There were many kinds of data validity test,
such as the extension of observation, increased
persistence in research, triangulation, discussion with
peers, negative case analysis and member checks. In
this study the researchers conducted an extension of
the observer which is done to deepen what has been
obtained. "Increasing time in the field certainly gives
an opportunity for researchers to make details of his
observations." (Sugiyono, 2010)
3 RESULT AND DISCUSSION
3.1 Mathematics Learning with
Experiential Strategy based Game
Learning by experiential strategy is learning that
begins by immersing learners in an experience and
then encourages reflection on experiences to develop
new skills, new attitudes, or new ways of thinking
(Schwartz, 2012). Silberman (2014) added that
experiential learning can be based on real work / life
experience and structured experience that simulates
or approaches real life experiences. Experiential
learning uses a wide range of methodologies
(Silberman, 2014), including: field experience, role
playing, games, simulation, visualization,
storytelling, adventure activities, etc. But in this
study, researchers used experimental learning based
on learning games.
Siberman (2014) revealed that game learning is a
main approach in experiential learning. Early
experiences as children make the game as a way to
learn. Playing is an important part of human
development. A game based activity will be
interesting if it provides opposition. Games centered
on active participants, can be used as an innovative
and fun element in the learning experience.
In this research, we use the story / problem solving
in class. There are 5 materials used by the researcher
to build the character of the students through
experiential strategy based on game. Those are
Currency, Least Common Multiple and Greatest
Common Factor, Fraction Number, Integers, and
circumference and area of triangle and parallelogram.
The following will describe the learning activities of
mathematics using experiential learning strategy
based on each game material.
1. Material : Problem Story of Currency
Activities:
Make an interesting game on this material, one
of those is Role Play
In Role Play, the teacher can prepare scenarios
practiced in class
The scenario could be about “Buy and Sell” by
involving the background of the cooperative,
canteen or in the class itself. With a note if in
class, the teacher must prepare goods to be
traded
Involve students in the play with scenarios
"Currency Story Problem"
Another alternative if the teacher does not
prepare the scenario is by asking the students
to make their own setting and write their script
Materials Required: Some goods traded, Currency
ranging from the smallest to the highest value,
Script / Screenplay, and Paper (note of goods that
will be bought)
2. Material : Problem Story Least Common
Multiple and Greatest Common Factor
Least Common Multiple (LCM)
Activities:
Make an interesting game, one of those is
Joyful Number Clap (JNC)
In Joyful Number Clap (JNC), teacher asked
students to clap their hand happily if a number
is mentioned. However, It is not for all
numbers
The concept of Joyful Number Clap (JNC) is
teacher ask student on a number mentioned.
For example: teacher ask student to clap if the
number she/he mentioned is the multiple of
two, etc
In this game, LCM concept can be inserted.
For example: dividing the class into two
groups. First group must clap if teacher
ICMIs 2018 - International Conference on Mathematics and Islam
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mention the number of two and it’s multiple.
While second group must clap if teacher
mention the number of three and it’s multiple.
After doing clap, teacher let the student
observe.
Materials required: marker or chalk, paper.
Greatest Common Factor
Activities:
Make interesting games, one of those is A
Magic Bag
In Magic Bag, teacher asked one student to
solve the problem. For example: problem is
written in test book Latihan Dulu Yuk
number 2
The concept of Magic Bag is teacher prepares
36 candies and 24 chocolates. Teacher asked
to one student
The teacher’s question is how many students
are given candy and chocolate to get as
much?
Then, the one students before can think or ask
friend to practice by share candy and chocolate
in same portion
The friend that help the student before can get
a magic bag
Materials required: bag, goods used in the
learning (candy, chocolate, etc)
3. Material : Problem Story of Integers
Activities:
Make an interesting game like Card Number
In Card Number, teacher makes card as same
as the number of student, then deliver it to the
students
This Card Number consist of question and
answer related with fraction number
Student’s job is to find the mate of the question
and answer. It also can be called Make a
Match
After finding the mates, teacher checks
together with the students and reflects again
every question and answer in Card Number.
Materials required: Card Number, marker/ chalk
4. Material : Problem Story of Fraction Number
Activities:
Make an interesting game like Magic Circle
In Magic Circle, Teacher prepares many
circles in big, medium, and small from
cardboard
The function of the circle is to introduce
student about the concept of integers together
with the illustration of problem story solving
First, teacher introduce integers concept as
division of an object. The object used is circle
magic. For example,
1
2
is obtained by cutting 1
circle into 2 equal parts. Do the same thing
with the integers, like
1
3
,
1
4
, and
1
6
. After that,
ask the students to compare the piece of circle
1
2
,
1
3
, 𝑒𝑡𝑐.
Then, teacher asks student to imagine that the
circle is a cake. Let the student to solve the
teacher’s problem when he/she want to divide
the cake. The example question is I have a
circle cake.
𝟏
𝟐
of cake, I gave to Ani,
𝟏
𝟒
of cake
I gave to Rina, how much is the rest of my
cake?
Beside using Circle Magic, other alternative
media that we used is string or ribbon.
Materials required: cardboard that has been cut
into Circle Magic, marker/ chalks, and string or
ribbon (for the next game, optional)
5. Material: problem story of circumference and
area of triangle and parallelogram
Activities:
Make an interesting game like D & C (Draw
& Count)
In D & C, divide the class into two groups,
then teacher asks student to sit in circle (the
class can be indoor or outdoor).
By using the floor/ground floor, teacher draws
triangle/parallelogram with chalks/marker and
gives the size of its side (the size must be from
the smallest first).
First, the size of the side can be the size of
student’s foot. Then, teacher can begin to give
size on each side ranging from small to large.
This concept of D & C, teacher asks one
students to come forward to measure the
circumference by going around of the side.
Before coming forward, students have given
small paper to discuss the answer with their
friends.
If the measurement is wrong, that student must
go inside of the triangle until his/her friend
help them outside by measuring in the right
way. Meanwhile if the measurement is right,
the group will get star as the reward.
Do the same with the area, teacher prepares
small paper to students to discuss the area.
Students discuss the answer together with the
group.
Materials required: marker/ chalks, small pieces of
paper, eraser, wet tissue (to wipe marker line in the
floor.
The Investment of Character Building of Elementary School Students through Mathematical Learning with Experiential based on Game
Strategy
513
3.2 Character Building Invested in
Mathematics Learning with
Experiential Strategy based Game
In this study, the investment of character building
focuses on 11 character values. Those are religious,
honest, tolerant, disciplined, hard work, creative,
independent, curiosity, happy reading, cooperation,
and responsibility. According to the Directorate
General of Secondary Education (2011: 34), the
character building can be described as table 1.
3.3 Analysis on Investing Elementary
Student’s Character Building
through Math Learning with
Experiential Strategy based Game
In general, the investment of character building in
mathematics learning using game-based experiential
strategy is done optimally. In each teaching-learning
activity indirectly, educators always insert the values
of character.
The values of character in mathematics learning
using game-based experiential strategy are as follows:
1. Religious
Faith is the value of character in relation to God
the Almighty. In other words, human's thoughts,
words, and actions must always based on the
values of the God or religious teachings.
Practically, before the learning and teaching
activities begin, the teacher asks students to start
and end the learning by praying (figure 2).
2. Honesty and Independence
Basically honesty and independence is not only
owned in the area of cognition but also practiced
in real life. It is shown from the practice when
students are asked to do their own assignment.
Most students do on their own, with their abilities
and beliefs without depending on others. Even so,
there are still students who look for opportunities.
But when they are reminded by the teacher, the
student immediately discouraged (figure 3).
3. Tolerant
The attitude of tolerance that appears in the
teaching and learning activities is when the
students give an opinion about the results of his
work and the other students listen and appreciate
his opinion if it is not appropriate. If there were
differences of opinion, the student will speak it
after the other students finished in convey his
opinion without any element of hate / kind.
Table 1: Character Building Description.
No.
Value
Description
1.
Religious
Attitudes and behavior are
obedient in implementing
religious teachings
2.
Honest
Behavior based on an attempt to
make himself or herself
trustworthy in words, actions,
and work
3.
Tolerant
Attitudes and actions that
respect different religious,
ethnic, opinion other people’s
differentiation
4.
Discipline
Measures that demonstrate
orderly behavior and abide by
various rules and regulations
5.
Hard Work
Behavior that shows a genuine
effort to overcome the obstacles
of learning and duty, and
complete the tasks as well as
possible
6.
Creative
Think and do something to
generate new ways or results
from something you already
have
7.
Independent
Attitudes and behaviors that are
not easy depend on others in
completing tasks
8.
Curiosity
Attitudes and actions that
always strive to know more
deeply and extensively from
what they learn, see, and hear
9.
Happy
Reading
The habit of taking the time to
read the various that give good
to him
10.
Cooperation
Attitudes and actions that can
demonstrate team cohesiveness,
such as teams in study groups,
helping each other and
complementing each other
11.
Responsible
Attitudes and behavior of a
person to carry out his duties and
obligations, which he should do
to himself, society, environment
(Nature, social, and culture), and
the state of God Almighty.
Figure 2: Praying together.
ICMIs 2018 - International Conference on Mathematics and Islam
514
Figure 3: Do the assignment in the test book.
4. Discipline
Discipline is well implemented. It is seen in the
teaching and learning activities. There are no
students that are late to come, the homework was
completed properly.
5. Hard Work
Hard work in this case is seen from the earnest
spirit to follow the learning and do the task with
full responsibility. They are aware of her
obligations as a student.
6. Creative
This is seen from the some student answers that
use new methods that fit the concept with the
material being taught (figure 4).
Figure 4: Student’s Answer in Integers Question.
7. Curiosity
The curiosity of each student is seen at when the
teacher gives the opportunity to ask, the student's
active role is very visible. Most of the students ask
bravely without shame
8. Happy Reading
Pleased to read is seen at the meeting of learning.
Students have been able to follow the learning
well, because the teacher has requested that
students to equip themselves with learning the day
before. They might read either in the existing or
personal print books, student worksheets that have
been obtained or looking for information and
other references in the library and others
9. Cooperation
In teaching and learning activities, teachers are
often to divide the students into several groups. At
the time of the grouping, the cooperation of each
group is visible while completing a given game or
worksheet. They are seen sharing ideas,
exchanging ideas, helping each other, and
equipping them (figure 5).
Figure 5: Cooperation in the group.
10. Responsibility
It is seen as the attitudes and behaviors of students
when doing the assignment given by the teacher.
The students do the assignment according to the
instructions given by the teacher. All are
completed properly: both of individual and group
assignments, both home and school assignments
(figure 6).
Figure 6: Students are doing the assignment given by the
teacher.
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Strategy
515
4 CONCLUSIONS
Based on the research results, it can be concluded that
the investing of character building values in the
learning of mathematics with experiential strategy
based on games in the academic year 2017 - 2018 is
generally done optimally. Each teaching and learning
is always inserted the character values, with the
support of math learning devices that use game-based
experiential strategy. The process of investing is then
applied through understanding, habituation, and good
role models, started from the teacher and delivered to
the students, adapted to the material and student
condition.
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Agboola, A. and Tsai, K. C., 2012. Bring Character
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Educational Research, Vol. 1, No. 2, 163-170 ISSN
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Chapman, A. M., 2011. Implementing Character Education
into School Curriculum. Essai Volume 9 Article 11
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Henriksen, D. and Mehta, R., 2016. A Beautiful Mindset:
Creative Teaching Practices in Mathematics. Journal of
Mathematics Education, Vol. 9, No. 2, pp. 81-89.
Rasiman dan Pramasdyahsari, A. S., 2014. Development of
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Book Maker to Increase the Critical Thinking Skill and
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Associate, for the Vice Provost, Academic, Ryerson
University.
Silberman, M., 2014. Handbook Experiential Learning
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