This study aimed to identify the influence of game activity-oriented mathematical communications program-second grade elementary school students- on math learning. Thus, the study developed an appropriate game activity-oriented mathematical communicat...
This study aimed to identify the influence of game activity-oriented mathematical communications program-second grade elementary school students- on math learning. Thus, the study developed an appropriate game activity-oriented mathematical communications program for the target elementary school students, applied the program to them, and verified its effect on their mathematics learning.
As research targets, the study selected two classes of second graders in S Elementary School in B City, and verified that the two groups are homogeneous groups. Also, the study assigned 30 students to a test group and another 30 students to a control group, respectively, applied the game activity-oriented mathematical communications program, and processed the results. Then, there appeared to be a statistically significant difference in their scholastic achievement in mathematics and mathematical propensity, and also, their mathematical attitudes have appeared to have changed.
First, the game activity-oriented mathematical communications program activity is effective for students’ math learning. The game activity-oriented mathematical communications program activity causes students’ repeated practice of calculations, which students may have easily gotten bored with, to become learning with an interest. Also, it is analyzed to affect students’ scholastic achievement. The application of the game activity-oriented mathematical communications program found that the P value was 0.01 at the significance level of 0.05, which displayed a meaningful difference. Thus, it was affirmative for scholastic achievement.
Second, the game activity-oriented mathematical communications program activity is positively affirmative for students’ mathematical propensity, and it most significantly affected students’ interest in and curiosity about mathematics. The verification of the pre- and post-test scores for each question of the mathematical propensity score discovered that the P value of all questions showed a statistically significant difference because the P values were below the significance level of 0.05. The calculation of the difference in the pre- and post average scores by sub-variable found that the difference in the scores of curiosity about and interest in mathematics was the highest, and the difference was high in this order; self-confidence in mathematics, value, and creativity. Given these results, the game activity-oriented mathematical program activity was discovered to make students relax their fears about mathematics, feel more intimate with mathematics, and learn while having fun during the math learning hours.
Third, students’ attitudes toward the game activity-oriented mathematical communications program activity was positive, the program activity helped active communication with counterparts, and also helped reflective thinking that made students aware of and organize their thoughts. The investigation of students’ feelings after the game activity-oriented mathematical communications program activity discovered that students answered ‘they get to know and learn how their counterparts solve problems’, ‘they gain confidence after winning the game with their counterparts’, and ‘their ability suddenly improved after doing calculation practice as a game’. This means that the program activity helped them learn mathematics.
Therefore, this study will help define the direction of learning education in more active and effective mathematical communication in the future. The study proposes the following based on the research results.
First, this study reorganized games introduced in the teaching guide for teachers as well as games mainly shown in ‘Fun Play’ in each unit, applied it to the class, and performed it. Then, it is necessary to develop a game that would interest students, and utilize much of the mathematical communication that would occur in smooth interaction with friends, apart from games shown in the textbook or a teaching guide. In particular, it is required to develop a game in diverse forms such that students can enjoy it between small groups or within the whole group because many of the games proposed in the textbooks need an activity with counterparts.
Second, the application of the program may be different according to students’ cognitive levels and school year. Accordingly, it is necessary to conduct subsequent and various studies. For example, instead of the workbook utilized in the summarization stage during the class hour, it would be possible to reorganize the program through a web discussion or a discussion activity between groups or small groups for the higher school year students.