L.R. Hima, T. Nusantara, E. Hidayanto, S. Rahardjo, T.R. Murniasih
During the COVID-19 pandemic, Indonesia has applied digital learning methods for all school levels. It is undeniable that digital learning also brings out boredom for students. This saturation decreases student motivation to learn, coupled with anxiety about the uncertain pandemic situation. Decreased motivation and increased anxiety are related to the mathematical identity possessed by students. As a result of this decline, the mathematical identity of the students is also not good. This research was conducted to improve student mathematical identity by using games as learning media. Data were collected from two fifth-grade elementary school students who have a low-category mathematical identity. This research is qualitative research using a case study approach. The results showed that the games used as learning media succeeded in improving students' mathematical identities. Other findings indicate that the circumstances around students, such as a pandemic, reduce students' mathematical identity. Therefore, it is hoped that teachers' creativity in developing students' mathematical identities is expected because the development of students' mathematical identities strongly depends on the treatment of the environment around them, such as teachers, friends, and even the learning media they use. © Published under licence by IOP Publishing Ltd.
Universitas Nusantara PGRI Kediri, Jl. KH. A. Dahlan No. 76, Kediri, Jawa Timur, Indonesia; Universitas Negeri Malang, Jl. Semarang No.5 Malang, Jawa Timur, Indonesia; Universitas PGRI Kanjuruhan Malang, Jl. S. Supriadi No.48, Jawa Timur, Malang, Indonesia