• Elly's Mersina Mursidik Universitas PGRI Madiun
  • Veni Ambarwati Universitas PGRI Madiun


The research objective is to provide alternative solutions in helping elementary school students to improve the basic calculation operations of addition through interactive learning using mathematic finger game. The research subjects were low grade elementary school students (grades 1, 2 and 3). This development research uses the Dick and Carey method with the stages of identifying goals, analyzing needs, identifying students' initial behavior, formulating goals, developing criteria reference tests, developing learning strategies, developing and selecting learning media, designing. Mathematic finger game is a combination of three finger games, namely Hompipah, Indonesian suit and Japanese suit which are used in determining the winner. The combination of these games is associated with the basic calculation operation of addition. The games are packaged into interactive learning with an open-ended approach by involving the ability to think creatively in answering problems according to directed thinking freedom and the ability to think critically in giving and receiving input on answers to problem solving that can be logically accepted.


Download data is not yet available.


Abdussakir. (2018). Literasi Matematis dan Upaya Pengembangannya dalam Pembelajaran di Kelas. Seminar Pendidikan Matematika, 1–16.
Cheng, Y. W., Wang, Y., Cheng, I. L., & Chen, N. S. (2019). An in-depth analysis of the interaction transitions in a collaborative Augmented Reality-based mathematic game. Interactive Learning Environments, 27(5–6), 782–796.
Cifarelli, V. V., & Cai, J. (2005). The evolution of mathematical explorations in open-ended problem-solving situations. Journal of Mathematical Behavior, 24(3–4), 302–324.
Guberman, S. R., & Saxe, G. B. (2000). Mathematical Problems and Goals in Children’s Play of an Educational Game. Mind, Culture and Activity, 7(3), 217–226.
Han, W., Susanto, D., Dewayani, S., Pandora, P., Hanifah, N., Miftahussururi, Nenti, M. N., & Akbari, Q. S. (2017). Materi Pendukung Literasi Numerasi. Kementerian Pendidikan Dan Kebudayaan, 9, 1689–1699.
Mursidik, E. M., Samsiyah, N., & Rudyanto, H. E. (2015). Kemampuan Berpikir Kreatif Dalam Memecahkan Masalah Matetatika Open-Ended Ditinjau Dari Tingkat Kemampuan Matematika Siswa Sekolah Dasar. PEDAGOGIA: Jurnal Pendidikan, 4(1), 23.
Rudyanto, H. E., Hadi, F. R., & Winanto, A. (2019). Singapore Bar Model Approach in Teaching Math VI Open Ended Mathematical Problem Solving : an Analysis of Elementary Students ’ Creative Thinking Abilities. Journal of Physics: Conference Series.
Vandermaas-Peeler, M., Ferretti, L., & Loving, S. (2012). Playing The Ladybug Game: Parent guidance of young children’s numeracy activities. Early Child Development and Care, 182(10), 1289–1307.
Yaftian, N. (2015). The Outlook of the Mathematicians’ Creative Processes. Procedia - Social and Behavioral Sciences, 191, 2519–2525.
How to Cite
Mursidik, E., & Ambarwati, V. (2021, February 3). MATHEMATIC FINGER GAME BERPENDEKATAN OPEN-ENDED DALAM OPERASI HITUNG PENJUMLAHAN PADA SISWA SEKOLAH DASAR. Autentik : Jurnal Pengembangan Pendidikan Dasar, 5(1), 61-72.
Abstract viewed = 49 times
PDF downloaded = 28 times