This study aims to determine the effectiveness of the Problem Based Learning model in improving students' problem solving abilities. This is a quasi-experimental study using the Nonequivalent Pretest-Posttest Control Group Design. Students in seventh grade at SMP Negeri 32 Pekanbaru comprised the whole study population. In this research, the sample comprised two classes: VII3 as the experimental class and VII1 as the control class. This study utilizes the beginning mathematical ability test (KAM) and the mathematical problem-solving ability test as its instruments. The class of the sample was determined using the KAM test findings. The data were evaluated using the similarity test of two independent sample t-tests, which was preceded by tests for normality and homogeneity of variance. Students who participated in Problem-Based Learning had greater growth in their ability to solve mathematical problems than students who participated in conventional learning.
Penelitian ini bertujuan untuk mengidentifikasi publikasi terkait <em>Augmented Reality</em> (AR) dalam pendidikan khususnya pada bidang Pendidikan matematika dan memvisualisasikannya. Basis data dari <em>dimensions</em> digunakan dalam mengumpulkan publikasi terkait AR dalam Pendidikan matematika dan divisualisasikan dengan <em>VOSviewer</em>, kemudian dianalisis dan dievaluasi berdasarkan pasangan bibliografi negara, pasangan bibliografi Lembaga, pasangan bibliografi jurnal, pasangan bibliografi publikasi, pasangan bibliografi penulis, dan kemunculan bersama kata kunci penulis. Sebanyak 332 publikasi dipilih mengikuti kriteria penelitian dalam 10 tahun terakhir (2012-2021). Hasil penelitian menunjukkan bahwa negara Indonesia (berdasarkan pasangan bibliografi negara), <em>Journal of Physics Conference Series</em> (berdasarkan pasangan bibliografi jurnal), publikasi Ibáñez (2018) (berdasarkan pasangan bibliografi publikasi), dan Salinas, patricia (Inggris) (berdasarkan pasangan bibliografi penulis) menjadi yang paling berpengaruh pada bidang <em>Augmented Reality</em> dalam Pendidikan matematika. Pembelajaran STEM dan materi geometri menjadi kata kunci yang sering muncul dalam bidang ini. Tren penelitian dan kemajuan konsep <em>Augmented Reality</em> dalam pendidikan telah dibahas dalam makalah.
Interactive learning media is a combination of videos, animations, images, and audio on learning media that allows users to interact and understand the material because the learning process becomes interesting, interactive, and effective. The trend of publications that have the highest number of citations, the classification of university or organization rankings, journals and publications, and the use of keywords along with using a database from Google Scholar. The method used is bibliometric analysis. A total of 442 articles were collected from the Publish or Perish (PoP) application using the Google Scholar database which was then combined into 1 file with RIS format and entered into the VOSviewer application to obtain network visualization and visualization overlays. The results show that the trend of publications related to interactive learning media in mathematics education in Indonesia in the last five years (2016 - 2022) has increased every year, the most citations are in the organization "State University of Yogyakarta", in the journal JIPMat, in the article (Istiqlal, 2017). Adobe flash became the most cited learning media keyword. The keywords that became the new theme were Articulate storyline, ispring, discovery learning, interactive games, plane figure, and quadratic functions.
The purpose of this research is to describe and analyze the mistakes made by students when working on math problems in statistics material. This research was conducted in class VIII SMPN 4 Siak Hulu, with 10 students as research subjects. This type of research is a qualitative descriptive research. Data collection techniques are using tests, and unstructured interviews. The results showed that: 1) there were 4 types of errors, namely conceptual errors by 30%, fact errors by 4%, procedural errors by 14%, and technical errors by 10%; 2) there are 5 indicators discussed related to statistical material, namely indicator 1 (Determining the average value of a data), indicator 2 (Analyzing data), indicator 3 (Determining the median of even data), indicator 4 (Determining the mode value of a data), indicator 5 (Determining the values of the first, second and third quartiles in group data). In the fifth indicator, only 3 out of 10 students were able to answer correctly or 30%, this is the indicator with the lowest percentage of the five indicators; 3) the cause of student errors is the lack of student understanding of the prerequisite material for that solution in order to overcome similar errors, namely by always checking student understanding regarding prerequisite material before starting the lesson and choosing appropriate learning methods and strategies so that students can easily understand the material being taught..
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